View Full Version : Bug Report
Anaztazioch Dec 13, 2006, 08:12 PM Sweet Jesus Mother God Houman !
TXT_KEY_UNIT_PERSIA_IMMORTAL_PEDIA
Teispes will have your behind :lol:
Same with Persian Horse Archer and Nuclear Carrier
Anaztazioch Dec 13, 2006, 11:52 PM Slaves in your empire is now free !
Lacking a bit of grammar dont you think ?
Scrolling message when you have a slave but not slavary, and you end turn.
Mexico Dec 14, 2006, 01:44 AM @kitchen.sink
thanks for reporting missing texts
now other problems:
4)yes, it is under building, because this features (tech transfer with open border and free specialist for creative civ with city population > 12) is realized in python as building, which give benefit. But maybe i will be able filter this in civpedia.....
7) there is no way to set this - it is game engine limitation - this text is displayed as "help text " when you hover your mouse over civic (in vanilla civ there was no long messages, so you can read whole text) - if you need info about civic, read civpedia
8) hmm..never tried this, will test today
9) yes, this bug is solved
10) maybe to meet someone and this cancel your turn? or there was also bug in original warlords with queued actions (partly solved in BetterAI component) - maybe this is sort of this
11) technology trading is disabled in TR, we are using another system:
when you have open border with someone and you are researching tech, which he already have, you got bonus to your research - realized with Tech exchange building (from note 4.) whicg give you +150% to research
12) in-game limitation: you can't have city which produce nothing
13) it is feature :) - try hover mouse over it, this will display help for column name
@anaztazioch
yes, lack of grammar - was written in late night just as "development text" (and my english is not good especially in grammar :) ) and then i forget to correct this
Houman Dec 14, 2006, 03:35 AM Thank you for your kind words. :) This report is very helpful to tackle down these problems. Some of the TXT errors are indeed very weird.
(5) The Turks, on the world map, are not located in Turkey.
No Turks are not coming from Turkey. Turks are descendants from Mongolian, close to China (Turkmenistan). One day they became pissed off the steppes and thought lets invade to the west and find some nicer lands. So they invaded Iran and left another path of destruction (only few hundred years after the Arabs had done the same to the Iranians :) ) They settled finally in nowadays Turkey, which belonged originally, ethnically and culturally before that to Byzantine and Iran. So we place them where they were originally from.
(6) Should the tech Monotheism be cheaper than Polytheism? Hinduism, in a total realism mod, should be the quickest religion to attain. I realize that Judaism is old, but Hinduism is significantly older.
The beginning of Hinduism, which was the Aryan text Rigveda, was no older than 1500-1900 BC. Jews claim that Moses was even older than that. (Even though the whole story of Jewish escape from Egypt, dividing of the sea by Moses and that Moses was the brother of an Egyptian Pharaoh is nothing more than a story without any archaeological facts.)
I think Mexico answered the rest of your questions.
Cheers
Houman
kitchen.sink Dec 14, 2006, 09:53 AM @Mexico
10) maybe to meet someone and this cancel your turn? or there was also bug in original warlords with queued actions (partly solved in BetterAI component) - maybe this is sort of this
I think it might be related to the original bug, inherent in Warlords. I often encounter the problem with missionaries that I send on long journeys in games where I'm at war with no one, and with no barbarians anywhere near his route of travel.
12) in-game limitation: you can't have city which produce nothing
This is very strange. On a previous version of Total Realism (the version just before 2.0 Pre-gold, on the original CivIV) I could set my cities to build nothing by queuing something, then canceling it. To confirm this, I signed on an old save game and actually tried it.
@Houman
No Turks are not coming from Turkey. Turks are descendants from Mongolian, close to China (Turkmenistan).
I suppose that it's all a judgment call. If you travel far enough back in a civilisation's history they will almost always be located somewhere other than where they are today. However, I'll admit that the Turkic people migrated to their present day location relatively recently, at around 1000 AD.
The beginning of Hinduism, which was the Aryan text Rigveda, was no older than 1500-1900 BC.
The age of the Vedas is highly debated, yet nearly every scholar agrees that Hinduism is the oldest 'living' religion. Many reputable estimates place the Rigveda at around 3000 BC. But, again, this appears to be just another judgment call, since it all has to do with what school of thought you choose to believe.
Anaztazioch Dec 14, 2006, 11:15 AM The age of the Vedas is highly debated, yet nearly every scholar agrees that Hinduism is the oldest 'living' religion. Many reputable estimates place the Rigveda at around 3000 BC. But, again, this appears to be just another judgment call, since it all has to do with what school of thought you choose to believe.
Know that Aristotele think that Zoroaster lived somewhere betwean 18th and 6th centuary BC but Aristotele(if im right) says he lived 6000 years before him. So Zoroastrianism is the oldest one ?
Houman Dec 14, 2006, 02:27 PM Know that Aristotele think that Zoroaster lived somewhere betwean 18th and 6th centuary BC but Aristotele(if im right) says he lived 6000 years before him. So Zoroastrianism is the oldest one ?
Most Scholars have rejected Aristotle that Zoroaster could have lived 6000 BC. Most modern scholars of the subject vacillate between the two dates of 600 b.c. and about 1500 b.c., and since the language of the Gathas bears many similarities with that of the Sanskrit Rig Veda, many favor this latter date.
However Mary Settegast's newest book
When Zarathustra Spoke: The Reformation Of Neolithic Culture And Religion (http://www.amazon.com/When-Zarathustra-Spoke-Reformation-Bibliotheca/dp/1568591845)
has revived the tradition of dating him in the seventh millenium, for she believes that the archaeological evidence from this period most closely fits with the narrative schemas of Zoroastrianism. The middle of the seventh millenium was a time of great change in which the preceding period, known as the Pre-Pottery Neolithic B, with its skull cults and worship of male virility in the form of statues and bull's heads, was begining to fade away. The making of weapons, furthermore, in the form of arrowheads and speartips, simply vanishes during the new period, that known as the Pottery Neolithic, as farming communities in both Greece and Iran began to take up the practice of agriculture in earnest. This phenomenon is interesting, according to Settegast, in light of the fact that Zarathustra privileged the farmer over the warrior class. The newly dawning Pottery Neolithic also brought with it new culture forms, such as the making of the world's finest painted pottery on vessels which apparently had no practical use, copper and lead metallurgy, irrigation and generally smaller settlements... (Reviewer: John David Ebert)
bovinespy Dec 15, 2006, 11:53 AM Hi all. I'm not sure if this is a bug or WAD, but I'm noticing something really odd about barbarian cities on the TR Earth map. Every time I take a city from the barbs (e.g. Rabat or Funan or Cholas), I get some "We yearn to join our brothers in the homeland!" unhappiness. Fair enough, except that the unhappiness will still be there millennia later. Even worse, it seems that the bigger the city grows, the worse the unhappiness. Now, of course, you get this every time you take a foreign city. However, if I take a city from another civ, I can get rid of the unhappiness by wiping out that civ. With the barb cities, I have the sinking feeling that the only way to stamp out this unhappiness is to conquer every barb city on the planet!
I love the fact that there are cities with appropriate names in the appropriate places, but it's really kind of a drag to know that, for millennia to come, some citizens of that city will be pining for their brothers in Kamchatka or Tupunumbia. As it is now, I'll just raze the city and rebuild in the same spot...
Anaztazioch Dec 15, 2006, 02:16 PM It should be gome along with % of population. When u capture a barbarian city it had 100% barbarian population. This mean even later on the descendants of those barbs are still barbs and listen to their father, so thats why it still has unhappiness.
But it should go away it thime thou... Mostly after city grows (you need happiness to make city grow) and culture.
bovinespy Dec 15, 2006, 04:12 PM It should be gome along with % of population. When u capture a barbarian city it had 100% barbarian population. This mean even later on the descendants of those barbs are still barbs and listen to their father, so thats why it still has unhappiness.
But it should go away it thime thou... Mostly after city grows (you need happiness to make city grow) and culture.
Thanks for the reply, Anaztazioch. I agree with you in principle - after all, even in Vanilla, once you take a barb city it takes a while to become assimilated. But it's much more severe in TR. Let me give you an example from my latest game as India. I took Cholas (southern India) from the barbs in 640 BC. I've built just about every culture-producing building I could there (now over 35/turn). It's area obviously overlaps culturally with my "ancestral homeland" a few hundred miles to the north. Yet, it's now 942 AD and I still have 2 unhappy faces there! That's over 1500 years in a city directly bordering my core! It's still 20% barbarian. I find this a little too much. Like I said - it's not a game-breaker by any means. It just means I have to be a little 'gamey' and raze the city and rebuild, that's all...
Anaztazioch Dec 15, 2006, 04:26 PM Yes its a bit too long...
Anaztazioch Dec 16, 2006, 02:18 PM Kaizer Franz's, on TR threat. Deicded to paste his Post here
http://forums.civfanatics.com/showpost.php?p=4884405&postcount=2323
Anaztazioch Dec 16, 2006, 07:14 PM CTD with out reason.
CTD occures when trying to use WB to "save" Cathrine on WorldMap, from death 3 turns later.
http://forums.civfanatics.com/uploads/89892/AutoSave_BC-0680.CivWarlordsSave
Anaztazioch Dec 16, 2006, 11:33 PM Another Kaiser Franz bug.
He said you cant select to produce Freikorps in city woithout CTD. Dont know oif you cant produce him at all, or only from city screen.
Will check this a bit later to dubble check and edit this post with results, still in Sunday i think.
http://forums.civfanatics.com/showpost.php?p=4886387&postcount=2327
link to that threat.
edit: Unforseen turn of events - i found my self bored so started testing righ away (lol)
Bismark, duel, custom continents, random enemy (korea)
CTD after selecting Friekorps via right clink on city and hovering mouse over Friekorps i recived CTD right after left mopuse click (building select menu was fast enough to hide).
CTD after mouse clicking on Friekorps in city screen.
Frederik, duel, custom continents, random enemy
CTD after selecting Friekorps via right clink on city and hovering mouse over Friekorps i recived CTD right after left mopuse click (building select menu was fast enough to hide).
4th test not needed.
Wonder if AI crashes game when he is trying to build one... But since you can upgrade musketman...
Kaiser Franz Dec 17, 2006, 12:03 AM Here is another little issue -- I tried to go into WorldBuilder to see if I could manually add Friekorps without crashing - didn't get that far :(
The moment I selected WorldBuilder - system crashed.
No idea why
Kaiser Franz Dec 17, 2006, 12:04 AM Thank you Anaztazioch for pointing me to this place for bug reports -- now I'll drive everyone craxy :)
Kaiser Franz Dec 17, 2006, 01:39 AM Another confusing issue - it's now the year 280 AD - we know that the Freikorps is not buildable - up to this point the Prussian Grenadier has been buildable without problems -- suddenly he is no longer buildable - Screen goes black and I wind up at Windows when I select him in the "pop up window" -- I reloaded TR Beta 5 just to make sure and the problem remained -- one good thing though -- I was finally able to get to Worldbuilder - just wanted to see what it looked like -- after I reloaded TR the Worldbuilder works just fine - must have been a problem with my original installation. Oh - if it is important, I am researching Education and have 3 turns to go -- I used 2 Great Profets (worth over 3000 each) to speed that along -- do you think "research" has anything to do with the Grenadier not working suddenly ?
Anaztazioch Dec 17, 2006, 02:41 AM uhh...
Grenadier in 280ad... Cheater. It shpuld not stop working "suddenly". Clear cashe maybe it will help (in both Freikorps and Prussian Grenadier)
Without save game its hard to tell.
Eightther post save games here, or send them to bugs.totalrealism@gmail.com. But i dont have access to that e-mail, so i will be out of help.
Kaiser Franz Dec 17, 2006, 09:00 PM Actually - the AI had Grenadiers before I did -- Mali have a Renault Tank and Mongols have Artillery while I am still slogging around with Cannons <sigh> - I'll try clearing the cashe -- if I can find it ;) and maybe that will work -- thanks :)
Kaiser Franz Dec 17, 2006, 09:23 PM Ho - Hum -- I thought I was kidding - but I guess I wasn't -- exactly what is "cashe" and where is it ??
Anaztazioch Dec 17, 2006, 09:57 PM C:\Documents and Settings\Szymon\Application Data\My Games\Warlords\cache
my username in Windows XP is Szymon, dont know about yours.
I PM you why cashe needs to be cleared to dont spam off-topic in sticky thread. You do same please (dont spam not send PM ;))
Mexico Dec 21, 2006, 01:03 PM sorry for late answer, i had very busy last week
regarding freikorps CTD - it is bug, some typo in XML definition (button)
Uncle Anton Dec 22, 2006, 01:21 AM Is Shah Name supposed to grant the Nationalist Promo to units built in a city even if Nationalism isn't the chosen Civic? Because if it is supposed to grant the promo without the civic, it's broken. :)
Anaztazioch Dec 22, 2006, 08:39 AM It IS meant to be likr this. And its one word "shahname".
I dont see it as bad thing. And when does patriotism is born ? From history, shahnameh shows its and makes pple "adore" their civilization/country more and wish to fight better for it.
In middle ages in europe we had someting simmilar to nationalism - teocracy. But theocracy instead for Promotion gives more xp in cities with state religion.
Uncle Anton Dec 23, 2006, 07:44 AM It IS meant to be likr this. And its one word "shahname".
I dont see it as bad thing. And when does patriotism is born ? From history, shahnameh shows its and makes pple "adore" their civilization/country more and wish to fight better for it.
In middle ages in europe we had someting simmilar to nationalism - teocracy. But theocracy instead for Promotion gives more xp in cities with state religion.
Sorry... maybe I better explain myself better... what I was saying was, the wonder didn't grant the promotion in my game.... if it is designed to grant the promotion when the Nationalism Civic isn't chosen, then maybe the code needs to be looked at. :p
:)
Mexico Dec 23, 2006, 08:45 AM Sorry... maybe I better explain myself better... what I was saying was, the wonder didn't grant the promotion in my game.... if it is designed to grant the promotion when the Nationalism Civic isn't chosen, then maybe the code needs to be looked at. :p
:)
hmm..in my game this was working fine - i will check this again
$ailor Dec 24, 2006, 10:36 PM I built the Great Wall in the Gold version and I have Barbarians storming it. I sent in the save file. However it could be that I had a revolt. What ever it is I have Barbarians inside the Great Wall and I did not think that could happen.
Merry Christmas all!
Mexico Dec 25, 2006, 02:16 AM I built the Great Wall in the Gold version and I have Barbarians storming it. I sent in the save file. However it could be that I had a revolt. What ever it is I have Barbarians inside the Great Wall and I did not think that could happen.
Merry Christmas all!
or there is revolted slaves from other countries - revolted slaves can ignore Great Wall (mentioned in changelog)
Propunk Dec 25, 2006, 09:51 PM Not sure if it'll do any good now that the gold version is out, although I haven't read anywhere that the problem has been fixed. Here it is: I too have CTD when trying to build prussian grenadier. Funny thing is that a few turns ago I enqueued two of them in the building line of a city. I'm playing pre-gold version. I'll send a savegame.
PS: I tried clearing the cache and restarting the pc. Didn't work.
Beschallung Dec 26, 2006, 12:13 AM Everythings seemed fine until now, except, and what I also experienced in the pre-gold version, that you should really nerf the revolts a bit. While it is a great exercise for your unit to gain experience, the amount I've already put down a rebellion (every 3 or 4 turns...) seems ridicously often. My horse riders had an average of 20 experience points through fighting rebels.
Mexico Dec 26, 2006, 03:15 AM Not sure if it'll do any good now that the gold version is out, although I haven't read anywhere that the problem has been fixed. Here it is: I too have CTD when trying to build prussian grenadier. Funny thing is that a few turns ago I enqueued two of them in the building line of a city. I'm playing pre-gold version. I'll send a savegame.
PS: I tried clearing the cache and restarting the pc. Didn't work.
yes, this is fixed in gold
Everythings seemed fine until now, except, and what I also experienced in the pre-gold version, that you should really nerf the revolts a bit. While it is a great exercise for your unit to gain experience, the amount I've already put down a rebellion (every 3 or 4 turns...) seems ridicously often. My horse riders had an average of 20 experience points through fighting rebels.
hmm, your random generator don't like you :) - chance is generated randomly, is 3% (i think this is not so high) - in my tested game i don't have rebellion in 15 turns ! (13 cities, huge map)
this is mostly addressed problem , but we can't affect how random generator is working
Anaztazioch Dec 26, 2006, 05:41 AM @ Beschallung
You just forgot to give X-mas presents to your slaves and peasants hence revolts ;)
$ailor Dec 26, 2006, 06:36 AM I built the Gondeshapur Word Wonder and it acted like it was going to show the movie however all it did was show a blue box. I waited and waited and nothing. Clicked OK and continued play. Don't know if this is what was intended or not.
Beschallung Dec 26, 2006, 08:07 AM @ Beschallung
You just forgot to give X-mas presents to your slaves and peasants hence revolts ;)
I did! *whip whip*
Anaztazioch Dec 29, 2006, 08:34 AM Shah name DOES NOT give nationalist promotion. At least none of my 10 mujahids did get it.
Anaztazioch Dec 29, 2006, 11:32 AM A VERY interesting savegame. Load it and go to sleep. Next morning check if the turn has ended...
Im stuck in waiting for other civilizations. Previous turn flew in less than 20 secs.
I dont have such patiance, dont know what coused it.
Edit: lol forgot to post it
http://forums.civfanatics.com/uploads/89892/Mehmed_II_BC-0500.CivWarlordsSave
kszyhoo Dec 30, 2006, 08:24 AM A VERY interesting savegame. Load it and go to sleep. Next morning check if the turn has ended...
Im stuck in waiting for other civilizations. Previous turn flew in less than 20 secs.
I dont have such patiance, dont know what coused it.
Edit: lol forgot to post it
http://forums.civfanatics.com/uploads/89892/Mehmed_II_BC-0500.CivWarlordsSave
Have you managed somehow to bypass this? I have the same problem :(
Anaztazioch Dec 30, 2006, 09:05 AM Nope, sorry mate.
You have it on World Map or Random games as well ? Im gonna play random game. It can be some problems with premade maps.
A co do sygnaturek, niektore warto czytac... po to sa ;p
kszyhoo Dec 30, 2006, 11:02 AM Nope, sorry mate.
You have it on World Map or Random games as well ? Im gonna play random game. It can be some problems with premade maps.
Random map(islands, large), Arabia ,Noble difficulty, industrial era(almost modern). I've loaded game from autosave (10 turns earlier) and, for now(about 20 turns later) this problem isn't returning.
A co do sygnaturek, niektore warto czytac... po to sa ;p
Wiem, ale nie miałem pomysłu co tu wpisać :D
Anaztazioch Dec 31, 2006, 07:44 PM Minority bug.
Gondeshapur movie does not work in game. No crash, lop sound, just empty blue window. Can click "OK" and continue play with nothing.
Shahname doesnt give promo to my musketman as well.
crismac Jan 02, 2007, 12:09 PM A VERY interesting savegame. Load it and go to sleep. Next morning check if the turn has ended...
Im stuck in waiting for other civilizations. Previous turn flew in less than 20 secs.
I dont have such patiance, dont know what coused it.
Edit: lol forgot to post it
http://forums.civfanatics.com/uploads/89892/Mehmed_II_BC-0500.CivWarlordsSaveHey guys,I got the same problem in my game on world map.I never had this problem with any of the other beta versions.I guess I have no choice but to put on hold playing any more until this problem is fixed :( Here is my game save.....http://forums.civfanatics.com/uploads/57181/AutoSave_AD-0280.CivWarlordsSave
Anaztazioch Jan 02, 2007, 01:03 PM I've loaded game from autosave (10 turns earlier) and, for now(about 20 turns later) this problem isn't returning.
This Does "fix" teh problem, so no need to stop playing :lol:
crismac Jan 02, 2007, 01:33 PM Anaztazioch thanks,I overlooked that post :blush: I will try that :)
Vertico Jan 02, 2007, 01:47 PM Hey guys,I got the same problem in my game on world map.I never had this problem with any of the other beta versions.I guess I have no choice but to put on hold playing any more until this problem is fixed :( Here is my game save.....http://forums.civfanatics.com/uploads/57181/AutoSave_AD-0280.CivWarlordsSave
finally I got this problem too but didn't wait whole night for next turn and gave up earlier.
crismac Jan 02, 2007, 01:49 PM Ok,I went back 10 turns,proceeded to the same spot only to have it do the same thing again :cry: any suggestions :confused:
thh Jan 02, 2007, 02:26 PM Indian axemen's head is sort of not connected to their body but floating around. a least while playing the combat animation...
Vertico Jan 05, 2007, 04:34 PM One old CTD - The first I ever described in TR:
When discovering railroad and advance window appears - you MUST NOT move your cursor on terraform button available with this tech.
When do, it would immediately crash.
Ragarding this looong turn. I confirm this bug in several different games.
Indian axemen head is indeed out of the body :lol:
Anaztazioch Jan 05, 2007, 06:18 PM Indian axemen head is indeed out of the body :lol:
That explains why they were mindless savages
thh Jan 06, 2007, 07:04 AM another bug is still there: city raze mod works not as expected. on the tr wolrd map i played as china and early on attacked the mongol city of beshbalik they happened to build just north of beijing. city was size to an i conquered it with now size 1.
there's no way to raze the city...
my understanding was that cities below size 3 got razed instantly
Vertico Jan 06, 2007, 06:20 PM To raze the city you need to have at least one unit garrisoned there.
Unfortunetly I still cannot finish any single game in TR (no matter which compilation) - always there is any bug or CTD which prevent my game :(
Now it is always never ending turn.
Anastazioch - when You were waiting whole night, did this turn finally passed or not?
crismac Jan 06, 2007, 06:38 PM Vertico,I had this same problem,Anaztazioch told me to reload from a auto save,so when I went back to reload my game 10 turns back,I had the same never ending turns for the AI.So I went back 20 turns from another auto save and it has worked ever since :crazyeye: Try this it should work for you,I hope :) As for the CTD I have not had this on gold version ,the only time I have had this problem is on discovering the railroad tech on all versions this has happened from time to time.But this corrected by doing the same thing as the never ending turn problem.I am also not at the railroad tech on gold version yet.
Harrier Jan 08, 2007, 03:32 AM Gold version.
Is this intentional?
When I capture a rival city, I have the option of keeping or razing the city as in Civ4. There is an exception to this and that is when it is the last city of that civilization. Then I have no option but to keep the city.
If it is intentional and not a bug, what is the reasoning behind it?
Uncle Anton Jan 09, 2007, 06:13 PM Shah name DOES NOT give nationalist promotion. At least none of my 10 mujahids did get it.
I think Mexico said he was looking into this one when I brought it up a page or so ago ;)
Anaztazioch Jan 09, 2007, 07:08 PM Yes but that was beta4 back than. Im refering to it in Gold.
Uncle Anton Jan 10, 2007, 12:44 AM Yes but that was beta4 back than. Im refering to it in Gold.
Ahhh Tru dat.
I was just assuming the code with Shahname was the same between versions, coz I didn't see anything in the changelog for Gold... :) Oh well, at least I know I wasn't going blind. :)
thh Jan 10, 2007, 12:08 PM auto city razing still has some issues:
- when conquering a size 1 or 2 city the city is often not destroyed upon conquering
- when conquering larger cities, sometimes (esp. if it is the last city of a civ) i i get not to choose if i want to raze the city, i have to keep it
Traxer2 Jan 10, 2007, 12:51 PM Some cities (barbarian) around australia .. indonesia , never give you the option to raze/keep .. you auto keep them , no matter size.
Side note .. how large can barb cities really become ? .. One by vietnam (funan?) is the worlds largest city , i been watching it with the worldcreator and they got like 15 defenders and 10 workers ... a great general and just made a new city. They probably beat 5 civs in points /army and such if their score showed. :)
Anaztazioch Jan 11, 2007, 12:53 AM Minilla can be bigger. (East of Funan)
Brave Sir Robin Jan 12, 2007, 11:03 AM playing Tr gold W\l
went random got the spanish
UU conquistador: says replaces curassier
but i can build both :confused:
Vertico Jan 12, 2007, 06:49 PM Not a bug but trick rather.
How to create very good assault units?
If you play as Vikings, try to reasearch chemistry as soon as possible, in the mean time build strong fleet and Berserkers. When you have chemistry, upgrade all of built Berserkers to grenadiers. Don't also produce new Grenadiers, but rather produce still Berserkers and upgrade them to grenadiers. If you have some good civis, military instructors, it is very easy to produce level 3 units with amphibious landing but acting as Grenadiers. Load them on ships, plus some cannos and go to take all coastal cities.
As Grenadiers itself have odds agains gunpowder and melee units, and as upgraded Berserkers can land directly from the sea and You are able to give the 3 other promotions like city raiders - nothing is able to stop you, especially if oponent has no riflemen yet. Using this method I was able on noble to almost conquer 2nd and 3rd civ (with having war with them at the same time) despite their stacks of units garrisoned in cities. They were not able to counteratact as almost all cities I took from the sea.
Anaztazioch Jan 13, 2007, 04:51 AM @ Vertico
Upgrading skirmisher to Longbowman costs 130gold
Upgrading Berserker to grenadier is more i think. How the heck you get that money to upgrade them ? Unless you spend all resarch on wealth...
Still thats a lot money.
And a bug as well. you see TR has increased :hammers: wage from 3:commerce: to 7 or 9 :commers: per :hammer: so cost of upgrading/building should be about 2-3 times higher than normally. TR did increace wage so that financial civ no longer could by EVERYTHING with money (each town producing ICBM in one turn... insane)
marius312 Jan 14, 2007, 02:19 AM Hello, I don't know whether the Total Realism Mod 2.1.3 is for the original Civ4 or not, but when I try to load the mod, it doesn't open, and the Civ4 application doesnt even come up. Why is this?
Anaztazioch Jan 14, 2007, 08:07 AM You need to install Civilization IV 1.64 patch (as well as Civilization IV).
Than you need Total Realism 2.1 and than patch 2.1.3
If you install patch only no wonder it doesnt work.
Uncle Anton Jan 14, 2007, 11:33 PM Hello, I don't know whether the Total Realism Mod 2.1.3 is for the original Civ4 or not, but when I try to load the mod, it doesn't open, and the Civ4 application doesnt even come up. Why is this?
Hi Marius.
Yes, 2.1.3 is for vanilla Civ. Just ensure as Anaztazioch says that you've got Civ 4 vanilla fully patched, and that you install the TR files in the right "patch priority"
marius312 Jan 15, 2007, 12:39 AM I know that! I installed 2.1 first then the patch! I also have the 1.61 patch for Civ4. I thought that was the latest?
Mexico Jan 15, 2007, 02:24 AM playing Tr gold W\l
went random got the spanish
UU conquistador: says replaces curassier
but i can build both :confused:
thx for bug report, will be updated in next patch
Uncle Anton Jan 15, 2007, 08:30 AM I know that! I installed 2.1 first then the patch! I also have the 1.61 patch for Civ4. I thought that was the latest?
hmmmm.... Okies. :confused:
Tried clearing the cache before you load TR up? I know when I was playing TR 2.1.3 before I bought Warlords I had CTD on loading constantly before someone mentioned it to me... :crazyeye:
marius312 Jan 15, 2007, 10:56 PM I found a bug. When I was playing this mod with a friend who also had the same version of the mod, one of us pressed the Diplomatic-hand thing button (mercenary?) in the warrior. This caused an OOS error. the next time, i pressed it, same thing happened.
Another bug may be trying to build roads. This also caused another OOS error.
Mexico Jan 16, 2007, 02:59 AM I found a bug. When I was playing this mod with a friend who also had the same version of the mod, one of us pressed the Diplomatic-hand thing button (mercenary?) in the warrior. This caused an OOS error. the next time, i pressed it, same thing happened.
Another bug may be trying to build roads. This also caused another OOS error.
mercenary is known part which generate OOS (but this was not known in 2.1.3 version)
for this reason, this component is optional for TR for Warlord
Mexico
Anaztazioch Jan 21, 2007, 11:08 AM Strangest bug :o my army made from 2 quechas and 3 native archers, changed into RANDOM units ! Some are warriors other frikorps, naginata samurai... EVEN MY TRIREME CHANGED INTO tank ? and other into sanginata samurai....
Hes the save...
http://forums.civfanatics.com/uploads/89892/Szymon_BC-2845.CivWarlordsSave
Was not messing with XMLs...
Other autosaves have same bug, wtf ? I can produce Incas "normal" units... But all my elite quechas has changed into arabian warriors warriors.
Mexico Jan 22, 2007, 02:52 AM Strangest bug :o my army made from 2 quechas and 3 native archers, changed into RANDOM units ! Some are warriors other frikorps, naginata samurai... EVEN MY TRIREME CHANGED INTO tank ? and other into sanginata samurai....
Hes the save...
http://forums.civfanatics.com/uploads/89892/Szymon_BC-2845.CivWarlordsSave
Was not messing with XMLs...
Other autosaves have same bug, wtf ? I can produce Incas "normal" units... But all my elite quechas has changed into arabian warriors warriors.
i was unable to load your saved game..did you make some changes into XML?
crismac Jan 22, 2007, 07:39 AM Mexico,I was able to load his save,may want to try it again.Anaztazioch,I loaded your save game and everything was normal on my computer :crazyeye: There wasn't any tanks,samurai,frikorps,or warriors just what was supposed to be there, strange.
Anaztazioch Jan 22, 2007, 10:13 AM OK I will try to reainstall mod.
But now i need social imroovement if you know what i mean ;)
Mexico Jan 24, 2007, 03:05 AM heh..i was trying to load your game on comp with beta 3 version installed :) after updating to gold, load was successful, game is without problem, no strange units...
Anaztazioch Jan 24, 2007, 03:21 PM reinstalling mod didnt saved my problem. Clearing cashe did... of course i was clearing Civilization IV cashe, not Warlords cashe...
Funny thing this bug changed my EXISTING units, but did not affect units I could build. And it worked for AI too. Only XML changes i have are Walter Hawkwood's leader heads, but as i said, after reinstalling WTR and not instaklling leader heads mod, i still had this problem. :/
Propunk Jan 26, 2007, 06:55 PM Well, not that it impairs gameplay, but anyway...
I was attacking a barbarian coastal city and, as soon as I activated my maceman and threw it against a barbarian foot knight, the latter just ran away, but not quite... it ran striding on the ocean water! Perhaps it should have something to do with the arrival of a great profet or something like that.
Anaztazioch Jan 30, 2007, 03:21 PM @ Propunk
Its Civilization IV battle animation script bug. We can do nothing, unless Fraxis give us source code (unlikelly).
demeryt Feb 08, 2007, 09:41 AM Hello, here are the 2 bugs I believe I encountered:
- Whippet MKA (the earliest tank) gets promoted to Light Tank, and not to (normal) Tank, as described in Civilopedia and over the upgrade button. Maybe this is intended and just the descriptions are wrong?
- After I join an aditional worker to a group of workers which are already doing the "cultivate new forest" task and the task is later completed, only the original workers become available, the one I had added later keep "cultivating, although the forest is already there.
Mexico Feb 08, 2007, 02:22 PM Hello, here are the 2 bugs I believe I encountered:
- Whippet MKA (the earliest tank) gets promoted to Light Tank, and not to (normal) Tank, as described in Civilopedia and over the upgrade button. Maybe this is intended and just the descriptions are wrong?
- After I join an aditional worker to a group of workers which are already doing the "cultivate new forest" task and the task is later completed, only the original workers become available, the one I had added later keep "cultivating, although the forest is already there.
tank problem: which civ you tested ? (for american, working as expected, no problem)
demeryt Feb 08, 2007, 05:51 PM tank problem: which civ you tested ? (for american, working as expected, no problem)
I'm playing as Saladin, Arabs. Unfortunately I don't have a save from before the upgrade, but I am pretty sure that I'm not mistaken, I was so surprised that I remember making a mental note to post about it here. Whippet had been promoted to Light Tank, not Tank.
Tuvok694 Feb 11, 2007, 07:18 AM In the attached savegame my game always crashes ("back to desktop") when I try to finish the round. Is there any way to avoid the crash?
tjb Feb 14, 2007, 08:09 PM damn, this railroad bug make me mad :( when i want debug this, i never got this CTD, but i can confirm that this CTD can occur when showing railroad tech info
work on mod is now slowed, because i am at training course, so i can program only at hotel (after few whiskey coding is very funny, but very ineffective :) )
When the railroad tech finishes I get an error message and the program exits to desktop. I have rebooted several times with the same result. However I switched to another tech and I was able to continue playing. Am I destined to finish the game with out railroads?
P.S. Great mod thanks for all your hard work:goodjob:
Mexico Feb 15, 2007, 02:11 AM When the railroad tech finishes I get an error message and the program exits to desktop. I have rebooted several times with the same result. However I switched to another tech and I was able to continue playing. Am I destined to finish the game with out railroads?
P.S. Great mod thanks for all your hard work:goodjob:
no, just move mouse out of tech info screen (CTD appear when you hover mouse over terraforming buttons on railroad info screen)
brownzie Feb 19, 2007, 04:41 PM does anybody know what it means by
Fatal Error
memory allocation failure-exiting program
Reason:bad allocation
johnboyjjb Feb 20, 2007, 09:56 PM does anybody know what it means by
Fatal Error
memory allocation failure-exiting program
Reason:bad allocation
Me too. Me too. I've had that error. I think it was on a huge map after a few hours of non-stop play.
Walter Hawkwood Feb 21, 2007, 02:08 AM Did you try to load autosave and continue? If you don't crash next time, then it's just Civ's way of telling you to get a break :)
Seriously, though, if it's a one-time crash, it's probably due to Civ engine itself - it stresses system, it has some memory leaks etc. - so reloading game after several hours is a good idea, especially if your PC is not very powerful. TR, by adding more content, just makes CIv 4 engine flaws somewhat more evident.
If, OTOH, you manage to get the same CTD over and over at a certain date or after a certain action, then it's a TR bug - then we should know what exactly led to CTD.
brownzie Feb 21, 2007, 04:57 AM Did you try to load autosave and continue? If you don't crash next time, then it's just Civ's way of telling you to get a break :)
Seriously, though, if it's a one-time crash, it's probably due to Civ engine itself - it stresses system, it has some memory leaks etc. - so reloading game after several hours is a good idea, especially if your PC is not very powerful. TR, by adding more content, just makes CIv 4 engine flaws somewhat more evident.
If, OTOH, you manage to get the same CTD over and over at a certain date or after a certain action, then it's a TR bug - then we should know what exactly led to CTD.
In my earth map save im in year 1980 something and the game will crash with in ten turns, but the thing is the never slows down everything is fast when your looking all over the map. For instance i could be viewing north america and click on the middle east on the mini map and its there in a second rather than the actual window traveling through out the world like some slow satelite. What I did notice though is that it seems to crash on an auto save turn because when i try to load the most current auto save it was in the same year it crashed and said it was unable to decommressed the game.
brownzie Feb 21, 2007, 05:06 AM http://forums.civfanatics.com/uploads/109273/Earth.CivWarlordsSave
Dont how to load a save game to a forum but here goes a link
brownzie Feb 21, 2007, 05:29 AM In my settings i found this too
; Break on memory allocation order #
BreakOnAlloc = -1
Harrier Feb 22, 2007, 08:02 AM does anybody know what it means by
Fatal Error
memory allocation failure-exiting program
Reason:bad allocation
This is a known problem that affects a lot of mods that play on huge maps. TR, Visa etc.
It happens late into the game and only when saving the game either auto or manual save.
It appears that the Civ4 game engine sometimes can not cope with compressing the save file, when it has to deal with all the extra units/building/techs etc. that you get with mods.
A way to continue playing for longer, before getting the crash again is to turn down the graphics setting.
For example in my last game using high resolution, I first crashed on turn 537 then again on turn 572 and 574.
I reverted to medium resolution and was able to finish the game without a crash on turn 702.
On a previous (longer) game I started getting MAF crashes on Medium settings about turn 750. So went down to Low Resolution settings and completed the game.
The save that caused the crash will be corrupted so you have to go back to the previous save.
Incase you do not know - you change the graphics settings via the options menu. You also have to reload the game before the settings take effect.
Ad Hominem Mar 15, 2007, 03:40 PM Hi there! Just came back to Civ4 and installed your wonderful mod for the first time. Vanilla 1.61 + 2.1 + 2.1.3. Here is my problem:
My units are getting white flags instead of the regular ones. I was playing as Greeks (if that matters). Any help? Thank you!
demeryt Mar 15, 2007, 04:34 PM My units are getting white flags instead of the regular ones. I was playing as Greeks (if that matters). Any help? Thank you!
I believe it's a known issue, try using the search function on this forum. Besides, there's a "white flag" option in the installer, have you tried it?
demeryt Mar 15, 2007, 05:21 PM AI report - TR Gold 2.1
As far as the Better AI component goes I haven't seen mega stacks yet, maybe it was solved. Still, the AI has some problems playing with units:
1. It doesn't attack with all units from the stack in one turn - I think it's a known issue, but again I had a situation, where AI could've easily taken one of my cities (and raze it for instance?) if it attacked with all 3 units from its stack, but it attacked with only 2. It's a major logical bug, but that's probably the Better AI component. BTW. was it the same with vanilla Warlords?
2. Some units are left to themselves - AI made an invasion on my continent with a stack of 1 trireme and 3 galleys, unloaded the foot guys, and then the 4 ships stayed there (instead of going back home for instance) and allowed me to buid 2 triremes and wipe theirs out. Then, the more-less defenseless galleys didn't run for it, they just stayed still in the same place and let me buid up my XPs when I annihilated them with Triremes. Is there a priority for the AI to run home with the wounded/weak units?
Those notes are probably for the Better AI component, anyways, thanks for lots of new content, I'm going back to hunt some Incas...
martin031 Mar 16, 2007, 11:12 AM Hi there! Just came back to Civ4 and installed your wonderful mod for the first time. Vanilla 1.61 + 2.1 + 2.1.3. Here is my problem:
My units are getting white flags instead of the regular ones. I was playing as Greeks (if that matters). Any help? Thank you!
Hi,
I had the same problem. I followed a few of the suggestions of the forum members, but what ended up working for me was to open up the "white flag patch" folder, and move the art folder into the assests folder of the mod, or something like that, it has been a while. Anyway, that fixed the problem. I will try to look later and see exactly what I did.
catcall73 Mar 16, 2007, 06:05 PM Not sure if this is a bug or not.When I start a game,I always get defeated before I even get a turn!I've tried on every difficulty,and with numerous civs.I even(shudder)turned off barbarians!To no avail.I would send a save file but I can't even begin a turn.
ggm Mar 17, 2007, 12:44 AM I get the same problem I can't get even one turn before my units disappear and I lose. I once got my settler to build a city but the two other units disappeared. any built units also dissappeared. could it be that attack by stack needs to be enabled. or perhaps a previous version of TR was not unistalled properly?
ggm
Ad Hominem Mar 17, 2007, 02:17 AM Hi,
I had the same problem. I followed a few of the suggestions of the forum members, but what ended up working for me was to open up the "white flag patch" folder, and move the art folder into the assests folder of the mod, or something like that, it has been a while. Anyway, that fixed the problem. I will try to look later and see exactly what I did.
Thanks for trying to help me out! I've don that, but now the game won't even start:( While loading the xml it goes kaboom (critical error). Any ideas?
Walter Hawkwood Mar 17, 2007, 03:27 AM Not sure if this is a bug or not.When I start a game,I always get defeated before I even get a turn!I've tried on every difficulty,and with numerous civs.I even(shudder)turned off barbarians!To no avail.I would send a save file but I can't even begin a turn.
Already reported several times. Do a clean install - do not install over the earlier version of TR. Delete the mod and do a clean install.
Walter Hawkwood Mar 17, 2007, 03:28 AM Thanks for trying to help me out! I've don that, but now the game won't even start:( While loading the xml it goes kaboom (critical error). Any ideas?
Does it give an error message? If it does, what does it read?
martin031 Mar 17, 2007, 09:36 AM Thanks for trying to help me out! I've don that, but now the game won't even start:( While loading the xml it goes kaboom (critical error). Any ideas?
I will look again to see where I put it. Now I get the white flag for some civs, the traditional ones, like Monty, Bismark etc. SO I did something wrong too.
catcall73 Mar 17, 2007, 03:14 PM I tried the clean install and still get defeated before my turn starts.I don't get any error messages.Seems to load ok.
Mexico Mar 17, 2007, 05:29 PM I tried the clean install and still get defeated before my turn starts.I don't get any error messages.Seems to load ok.
did you have selected mercenary component to install? some peoples reported, that in this case you can be defeated at start...
catcall73 Mar 18, 2007, 12:11 PM thanx for the tip.The game works without the mercs,which is unfortunate,because I like the concept.
~Bamboo~ Mar 19, 2007, 12:12 AM Yah the mercs are broken. The game did the same thing to me even after super clean reinstall. The guys will probably fixem soon. The merc option is a lot of fun.
To the modders: I love the the new music guys. Wonderful choice again:goodjob: I also really enjoy the startup civ screens with the paintings. Seems to add a bit of historical elegance to the game.
Thanks for the great game. I've bought like twenty+ titles since Civ4 was released. Thanks to you guys Civ4 is still going strong on my PC. All the other titles but two have been ebayed.
Bam;)
Houman Mar 19, 2007, 04:25 AM Yah the mercs are broken. The game did the same thing to me even after super clean reinstall. The guys will probably fixem soon. The merc option is a lot of fun.
To the modders: I love the the new music guys. Wonderful choice again:goodjob: I also really enjoy the startup civ screens with the paintings. Seems to add a bit of historical elegance to the game.
Thanks for the great game. I've bought like twenty+ titles since Civ4 was released. Thanks to you guys Civ4 is still going strong on my PC. All the other titles but two have been ebayed.
Bam;)
Thank you for your kind words. :D
I wished Firaxis would have also given us a small thank you for our Mod anniversary. Through our contribution we have helped them to sell their games quite a bit...But well... :mischief:
Rylock Mar 23, 2007, 10:25 AM Sorry if this has already been reported, but I've gone over the last couple of pages of posts and haven't seen it. I've started playing a new TR game... love the changes so far, but the one issue I seem to have is that I don't see any of the cottages I've built. If you mouse over the square it says the cottage is there, but there's no visual for it. The land is completely bare.
A couple of really minor points:
* While every other nation in the list says "Empire" after it, the "Turks" say just that -- not "Turkish Empire". Looks odd.
* Hitler has no greeting text, it's just blank.
I'll keep playing. Thanks for all your hard work, this looks really super (and I *love* the changes to religion, especially the fact that you have to build up the basics to even get to the Dualism/Polytheism techs).
Walter Hawkwood Mar 23, 2007, 10:54 AM * While every other nation in the list says "Empire" after it, the "Turks" say just that -- not "Turkish Empire". Looks odd.
Fixed for the patch already. As for greetings, they may or may not be included in the patch.
DBLOSVN Mar 24, 2007, 05:05 PM My game has crashed every third turn or since after 300AD. It happens when I am scrolling with my mouse. I was using my scroll wheel to zoom out the first time.
Am I alone here?
Any ideas? Want any information from for me. My system is well above the rec specs, but it is an intel mac. I don't know if that could make a difference.
Walter, thanks for the alt-tab tip. Works great for me. It even gets rid of the stuck unit information display problem that I've often had on the lower left hand part of my screen.
P.S. I am using the latest release. I've also attacked a list of observations I made while playing. Thanks a lot of the great mod.
Anaztazioch Mar 24, 2007, 08:16 PM intel mac
If you are using macintoch than im amazed you actually can run the mod !
Potatish Mar 24, 2007, 08:36 PM I'm not sure if this has been reported or not, though I see no harm in reporting it again if the former is true.
Anyway, some Civilopedia entries cause the game to crash to the desktop. I can't remember exactly which ones, as I've always just been flipping through it when it happens to crash... What I do know is that it's definitely an expanded Civilopedia problem.
It might be that some XML strings were improperly written, though I'm not certain.
catcall73 Mar 25, 2007, 03:36 PM Saw this one posted once,but didn't see a response.I don't see my hamlets-towns.When I drag the mouse over the plot,it says that they're there.I just can't see them.
Walter Hawkwood Mar 25, 2007, 03:49 PM Saw this one posted once,but didn't see a response.I don't see my hamlets-towns.When I drag the mouse over the plot,it says that they're there.I just can't see them.
Fixed for the patch. Already wrote that somewhere. :)
WarKirby Mar 26, 2007, 12:07 AM Problem with Palisades. Once walls are built, palisades reappears in the build options. Building it again, removes walls. Building walls, removes palisade. Etc.
Best to make palisade disabled after walls are built.
Also, well gets demolished when building an aqueduct. But the well can be rebuilt without destroying the aqueduct. Essentially, you have to build a well twice.
Mexico Mar 26, 2007, 01:26 AM Problem with Palisades. Once walls are built, palisades reappears in the build options. Building it again, removes walls. Building walls, removes palisade. Etc.
Best to make palisade disabled after walls are built.
Also, well gets demolished when building an aqueduct. But the well can be rebuilt without destroying the aqueduct. Essentially, you have to build a well twice.
known bug, fixed in next patch
DBLOSVN Mar 27, 2007, 08:56 AM Anaztazioch:
intel mac
If you are using macintoch than im amazed you actually can run the mod !
The new "intel" macs can run Win XP natively. The only suppossed difference between my system and a normal pc, is that I boot using EFI, not BIOS.
No tips?
Anaztazioch Mar 27, 2007, 04:58 PM Never use anything with mac (including fastfoods) in the name ;)
But since you can run the game... Try and find some other guy that has intel mac and plays TR.
WarKirby Mar 28, 2007, 07:18 AM I just attacked a city with a stack of 5 catapults. No collateral damage. Only the enemies directly involved in the fight were harmed, and not even vary much.
Is there a bug at work here?
NaZdReG Mar 30, 2007, 06:05 PM Possible bug with assassins. I had open borders with Peter, hit him multiple times with assassins. researched theology, switched to christianity. he closed borders but my assassins could still enter?? were not attacked by his units but would not triger assassination attempts while in his cities either. it was as if the units did not actually exist. wierd to say the least
NaZ
Mexico Mar 31, 2007, 10:48 AM Patch for warlords version (2.1.1) is released, more info and download link here:
http://forums.civfanatics.com/showpost.php?p=4697142
enjoy :)
EDIT: new patch 2.1.1a available, redownload this, small bug in Trait wealth fixed
weimingshi Mar 31, 2007, 01:25 PM Agriculture trait change to add one food on plots with 5 or more. But when i load save game from 2.1 build. The 5 food plot is still 5 food, no +1.
Walter Hawkwood Mar 31, 2007, 03:49 PM Agriculture trait change to add one food on plots with 5 or more. But when i load save game from 2.1 build. The 5 food plot is still 5 food, no +1.
Changes to traits (and most other XML files) don't retroactively affect savegames (unlike changes to Python components - the pandemic changes, for example). Your save will work with old values - if you want new values, you have to start over.
Harrier Apr 01, 2007, 07:11 PM Tried loading a save by clicking on the save file through Windows Explorer. I got the following error message:
Tag Tech-Sailing in info class was incorrect. -- XML file - Technologies/Civ4Techinfi....xml
Clicking on the message caused repeat messages of a similar nature.
Ended the task and reloaded TR via the desktop icon and loaded the same save - it loaded OK.
Reported it because there must be something wrong - no matter how minor.
I have the save if you need it.
Mexico Apr 01, 2007, 08:42 PM Tried loading a save by clicking on the save file through Windows Explorer. I got the following error message:
Tag Tech-Sailing in info class was incorrect. -- XML file - Technologies/Civ4Techinfi....xml
Clicking on the message caused repeat messages of a similar nature.
Ended the task and reloaded TR via the desktop icon and loaded the same save - it loaded OK.
Reported it because there must be something wrong - no matter how minor.
I have the save if you need it.
hmm...i don't have problem to load save via explorer, please post a file (or send to bugs.totalrealism(at)gmail.com
weimingshi Apr 02, 2007, 12:10 AM the arrows that cycle through cities in city view dissappeared. In 2.1 the arrows were hidden behind pandemia info. But you can still click on it to cycle through cities. But in 2.1.1 the arrows are no longer there. When you have lots of cities, it becomes very bothersome to cycle through them with the arrows. Is it possible to put them back?
HannibalBarka Apr 04, 2007, 03:17 PM I have a crash every time I hit enter in the save below, Please tell me if there is soem thing wrong on my PC or is that a problem related to TR as I never had that kind of probelm with the regular Civ 4.
http://forums.civfanatics.com/uploads/31684/Toyotomi_Hideyoshi_BC-0430.CivWarlordsSave
Harrier Apr 04, 2007, 07:51 PM I have a crash every time I hit enter in the save below, Please tell me if there is soem thing wrong on my PC or is that a problem related to TR as I never had that kind of probelm with the regular Civ 4.
http://forums.civfanatics.com/uploads/31684/Toyotomi_Hideyoshi_BC-0430.CivWarlordsSave
I tried it and on my PC it just stopped (spinning wheel).
Pressing Start, gave a "Program Execution Problem"
So - not a fault with just your PC. :cool: :(
Walter Hawkwood Apr 05, 2007, 12:25 AM the arrows that cycle through cities in city view dissappeared. In 2.1 the arrows were hidden behind pandemia info. But you can still click on it to cycle through cities. But in 2.1.1 the arrows are no longer there. When you have lots of cities, it becomes very bothersome to cycle through them with the arrows. Is it possible to put them back?
Unfortunately, no. They were removed to make room for pandemic chance display. You can still use hotkeys to cycle, if you use this feature often (I have to confess, I never used these arrows).
Roland Johansen Apr 06, 2007, 05:08 PM The civilopedia doesn't give any information about the various bonusses that railroads give to tile improvements.
+1 hammer to mines, lumbermills, quarries.
+1 food to workshops, watermills.
If I recall correctly, these bonusses were also not mentioned in vanilla civ4, but were mentioned in civ4 warlords (or maybe it was added in a vanilla civ4 patch). This might help you narrow down where the omission occurs.
Some people might not even be aware of the bonusses and that's not good.
Of course, it would also be nice to add civilopedia entries for the national values. Some of them are incomplete when compared to this thread (http://forums.civfanatics.com/showthread.php?t=213845)
kroz Apr 06, 2007, 06:08 PM Hello;
I just finished a new install of XP and Civ 4 & Warlords. I updated the games to 1.61 and 2.08 respectively and decided to give Total Realism Gold a try. I installed 2.1.1a and loaded it up, I went into the civlopedia to do some exploring and my game crashed when I was in the English civilization scrolling over their unique units. I have since found that if I move my mouse over ANY longbow unit my game crashes. In fact in my Civlopedia under Units it stops displaying units right before the African Longbow unit.
I installed ViSa 3 and have no problems with it, any idea's whats the problem with Total Realism Gold?
Kroz
Roland Johansen Apr 06, 2007, 06:23 PM Hello;
I just finished a new install of XP and Civ 4 & Warlords. I updated the games to 1.61 and 2.08 respectively and decided to give Total Realism Gold a try. I installed 2.1.1a and loaded it up, I went into the civlopedia to do some exploring and my game crashed when I was in the English civilization scrolling over their unique units. I have since found that if I move my mouse over ANY longbow unit my game crashes. In fact in my Civlopedia under Units it stops displaying units right before the African Longbow unit.
I installed ViSa 3 and have no problems with it, any idea's whats the problem with Total Realism Gold?
Kroz
I just tested this and there is no error in my game.
Just to be sure: You did install the whole game, didn't you? Not just the 2.1.1a patch. I'm just asking because of the way you say it in your post.
I'm also just a new user of this mod.
Good luck and welcome to civfanatics by the way. :band:
Anaztazioch Apr 06, 2007, 07:17 PM @ kroz
Its aknown bug. We did split unit.xml into melee.xml gunpowder.xml archery.xml etc. and the game does not seem to understand this well in Main Menu.
Start a game, chose random civ and smallest map to make game load faster. Ingame go to civopedia and it should be fixed. All units shown, no crash (with possible CTD with steampower, greenmod component, dont hover mouse over steampower tech screen much).
Stefanskantine Apr 06, 2007, 10:07 PM Hello, I'm new to TR so apologies if this is a known issue. Installed TR version 2.1 for Warlords, and new 2.1.1a patch. Game loads properly to the menu, but if I start a game after the world loads I briefly see my settler, then immediatly I get a message that I have been defeated and the end of game sequence starts.
Thanks for any help! Looks like a great mod, hoping to fix this issue so I can try it.
Walter Hawkwood Apr 07, 2007, 02:46 AM Hello, I'm new to TR so apologies if this is a known issue. Installed TR version 2.1 for Warlords, and new 2.1.1a patch. Game loads properly to the menu, but if I start a game after the world loads I briefly see my settler, then immediatly I get a message that I have been defeated and the end of game sequence starts.
Thanks for any help! Looks like a great mod, hoping to fix this issue so I can try it.
Install without mercenary component.
crismac Apr 07, 2007, 05:55 AM Install without mercenary component.Walter,as many times you had to say that line.You might want to put those four words in your signature ;)
Walter Hawkwood Apr 07, 2007, 06:00 AM Walter,as many times you had to say that line.You might want to put those four words in your signature ;)
I'm a very, very patient person. :) Mercenary component will be completely removed in the next version, so I won't have to say this any longer.
Adebisi86 Apr 07, 2007, 04:23 PM Hi there, sorry if this has already been answered but a search turned up nothing: when I startup a game and move a unit, it completely disappears! Is there something I'm missing?
I've installed TR warlords gold without the merc component, and the patch, along with TR for vanilla CIV4.
Mexico Apr 07, 2007, 05:52 PM Hi there, sorry if this has already been answered but a search turned up nothing: when I startup a game and move a unit, it completely disappears! Is there something I'm missing?
I've installed TR warlords gold without the merc component, and the patch, along with TR for vanilla CIV4.
first time i hear this - can you upload saved game (just before this unit move?)
Adebisi86 Apr 07, 2007, 05:58 PM Alright, here you go.
Brave Sir Robin Apr 10, 2007, 04:44 PM for some reason i get a ctd going from turn 540 to 541
here are two different saves
from turn 540
had NO problem at all until this point
Zladimir Apr 11, 2007, 11:27 PM Hi there,
I'm a great fan of this mod,
but there are two things that happened to me and they are annoying.
The first is, I'm playing Earth map as Egypt and founded Islam.
Babylon got the Holy City and 2 turns later I got a great prophet, whereby I build a shrine there. (and build some Imams and spread Islam around.)
But my elected religion was zoroastrism (is this right?) and so I lost after a huge amount of turns the Holy City, also the shrine was lost (There is no more shrine in the building list of the town, also no more money boost .. ).
Some turns later a new islamic Holy City was set in Mekka, a town of my empire. Some turns later I got a great prophet again :) and tried to rebuild my shrine, but it wasn't possible, because the icon in the command does not exist.. :/
Why I can't build a new shrine?
Losing and Gaining of (new) Holy Citys seems senseless to me, without rebuilding the shrines.
The second thing seems to be a genereal localization problem.
As I use the german version of the game (both vanilla and Warlords) and always activated score display in the right bottom corner, I can't see any scores listet, without the score of dead civilizations. If I change the game language to english, the score display will be showed correct. I have this problem only with modifications.
But as I want to play in german, it's frustrating, because the score display is a very useful overview.
That's all negative what I had to say.
I hope you get It fixed, thanks !
(Don't know if these bugs was already known)
Guys, this mod is great!
Thanks and greetings,
Zladimir
Mexico Apr 12, 2007, 02:20 AM Hi there,
I'm a great fan of this mod,
but there are two things that happened to me and they are annoying.
The first is, I'm playing Earth map as Egypt and founded Islam.
Babylon got the Holy City and 2 turns later I got a great prophet, whereby I build a shrine there. (and build some Imams and spread Islam around.)
But my elected religion was zoroastrism (is this right?) and so I lost after a huge amount of turns the Holy City, also the shrine was lost (There is no more shrine in the building list of the town, also no more money boost .. ).
Some turns later a new islamic Holy City was set in Mekka, a town of my empire. Some turns later I got a great prophet again :) and tried to rebuild my shrine, but it wasn't possible, because the icon in the command does not exist.. :/
Why I can't build a new shrine?
Losing and Gaining of (new) Holy Citys seems senseless to me, without rebuilding the shrines.
The second thing seems to be a genereal localization problem.
As I use the german version of the game (both vanilla and Warlords) and always activated score display in the right bottom corner, I can't see any scores listet, without the score of dead civilizations. If I change the game language to english, the score display will be showed correct. I have this problem only with modifications.
But as I want to play in german, it's frustrating, because the score display is a very useful overview.
That's all negative what I had to say.
I hope you get It fixed, thanks !
(Don't know if these bugs was already known)
Guys, this mod is great!
Thanks and greetings,
Zladimir
regarding holy city:
because shrine is counted as wonder, after "destroying" them, there is no possible to rebuild shrine (also remember, that after 75 turns holy city disappear again)
removing holy city for non-supported religion (mean: non-state) is made as prevention for player to get so much money from religion even if he is not "support" them. only in Free-religion civic you can have more holy cities
localization:
known bug in this score list, thank you for reminder this....
Zladimir Apr 12, 2007, 03:32 AM regarding holy city:
because shrine is counted as wonder, after "destroying" them, there is no possible to rebuild shrine (also remember, that after 75 turns holy city disappear again)
removing holy city for non-supported religion (mean: non-state) is made as prevention for player to get so much money from religion even if he is not "support" them. only in Free-religion civic you can have more holy cities
Hm, is there a way to change it?
I mean, it would be nice to rebuild shrines.
As for the localization bug, I found a fix, that worked for me.
I simple have deleted all following entries in *.CivWarlordsWBSave
LeaderName=
CivDesc=
CivShortDesc=
CivAdjective=
I don't know if it will do so for the rest, but again, for me it worked.
Houman Apr 12, 2007, 05:02 AM Hm, is there a way to change it?
I mean, it would be nice to rebuild shrines.
Yes, this was a forgotten feature. You should be able to re-built shrines. This will be fixed in next release. Thanks for reporting it.
Regarding localization: Spiel es doch in Englisch! ;-) Wir werden mal sehen was sich machen laesst bzw, was dies verursacht...
Mexico Apr 12, 2007, 08:39 AM Hm, is there a way to change it?
I mean, it would be nice to rebuild shrines.
As for the localization bug, I found a fix, that worked for me.
I simple have deleted all following entries in *.CivWarlordsWBSave
LeaderName=
CivDesc=
CivShortDesc=
CivAdjective=
I don't know if it will do so for the rest, but again, for me it worked.
shrines: in 2.2, shrines can be rebuild
score list: can you post your saved game with bad score list? i made some modification to code and now i need to test this....
Zladimir Apr 12, 2007, 11:06 AM Regarding localization: Spiel es doch in Englisch! ;-) Wir werden mal sehen was sich machen laesst bzw, was dies verursacht...
Hehe,
naja, weisst du.. Wenn schon die Hälfte der Spiele die man hat auf englisch sind, dann ist man glücklich, wenn man mal auch was deutschsprachiges spielen kann. :)
score list: can you post your saved game with bad score list? i made some modification to code and now i need to test this....
Of course,
here's the link. (http://rapidshare.com/files/25624157/warlords-totalrealism-saves-scoredisplaybug.exe)
They should be the right, 5 saves as egypt on world map owning 15+ citys.
If it is not so, tell me.
Greetings,
Zladimir
demeryt Apr 13, 2007, 02:12 PM On a side note - I can upgrade my Drakkars (viking) to cogs and I can build cogs but I can also still build drakkars, was it mean to be like that?
Mexico Apr 13, 2007, 04:04 PM On a side note - I can upgrade my Drakkars (viking) to cogs and I can build cogs but I can also still build drakkars, was it mean to be like that?
it is normal behavior: drakkar can be upgraded to cog or frigate, so you must have both type available (same with archer: can be upgraded to longbowman or crossbowman - if one is missing, you can still build archers)
eptv Apr 15, 2007, 05:53 AM Hi!
Sorry for my very poor english =)
May be some one can give me help - I've been playing this mod while using winXP, but since I'am on VISTA ULTIMATE - no problems playing clear no-mod-loaded Civ4 and Warlords, but every time I try to load Total Realism - game menu is OK, but trying to start new game - program just closing. What shall I do???
If there was same problem already resolved, please post me URL.
Many many thanks.
Zladimir Apr 15, 2007, 06:31 AM The problem should not be Vista, as I can say with my own experience. I'm using Vista Enterprise 64bit and have no problems.
Maybe you've forgotten to patch, or maybe your mod-installation got corrupted?
Do you've checked everything is right with your video-driver?
eptv Apr 15, 2007, 06:39 AM Found! Just set anti-aliasing to 0 (was set on 4) and every thing is all-right! Strange - I got latest directX and drivers for my Radeon X1965 and no troubles with any other game for now. Well, at least now we knew were to search if someone else will face same problem =) Zladimir Thank You =)
wolf250 Apr 17, 2007, 07:54 PM Hi all,
Love the mod!!!
I am having an issue with memory allocation.....
I keep getting Memory Allocation, Bad Allocation, Fatal_Error...
Any ideas?
Running Xp, AMD dual 4800, 2gb Ram, Gfx 7800 GTX x2...
Always happens now with a Huge Map, and 11 civs, approx 1100AD
crismac Apr 18, 2007, 04:11 PM Hi all,
Love the mod!!!
I am having an issue with memory allocation.....
I keep getting Memory Allocation, Bad Allocation, Fatal_Error...
Any ideas?
Running Xp, AMD dual 4800, GB Ram, Gfx 7800 GTX x2...
Always happens now with a Huge Map, and 11 civs, approx 1100ADHi wolf,I am getting the same issue.I just bought a video card e-Geforce 8800GTS,Opteron 180 2.4GHz,2Gb Ram.I didn't have this problem on my old video card ATI Radeon X850XT.The only thing I can think my problem is my power supply.I have a 500W power supply.I am getting a 700W today from Newegg.I have heard this can cause memory problems with a weaker power supply.When I install this into my computer today I will try it out and let you know if this has corrected my problem.P.S welcome to the forums,this is a great mod :)
wolf250 Apr 18, 2007, 06:04 PM Hi crismac,
This is truly a great mod, just a pain in the rear that i am having these issues...
I cannot see what my PSU is at the moment...
This Alienware thing is hard to break into :)
Thx for the heads up though
Harrier Apr 18, 2007, 06:22 PM Hi all,
Love the mod!!!
I am having an issue with memory allocation.....
I keep getting Memory Allocation, Bad Allocation, Fatal_Error...
Any ideas?
Running Xp, AMD dual 4800, 2gb Ram, Gfx 7800 GTX x2...
Always happens now with a Huge Map, and 11 civs, approx 1100AD
Go into the options menu and turn down high resolution graphics to low.
This will not stop the MAF errors occurring again, but it will delay them for another few hundred turns.
Unfortunately as more units, buildings etc. are added to the mod the earlier the MAF problem will occur.
It is mainly a problem with the Firaxis internal unreleased code for saving a file. But I believe it can occur on other occasions also.
crismac Apr 19, 2007, 08:25 PM Wolf,I finally received my psu supply,and I must say I have seen 100% improvement.I have not been able to play much because of work,but I haven't had any more fatal errors :D I 've also been able to overclock my GPU much higher now.Monday is my day off.I will be able to really test it out then.
BLubmuz Apr 20, 2007, 10:34 AM Hi all,
i've played some 300 turns with 2.1.1.a, at the second "memory allocaion error" i decided to stop playing.
I have to wait some 30-40 secs between turns, and the movements are always slow (i usually play warlords on large/huge maps with no much troubles).
I got a P4 2.4 1Gb ram + 256 Mb graphic, and keep the details to "medium".
Pity, it seems a good mod, and i appreciate your efforts, but some semplification will help to play.
Anaztazioch Apr 21, 2007, 05:51 PM 1GB ram is not enough for Civ. This game eats more Ram than anyother in existance ;p. And with TR features, it just gets worser...
dont play Worldmap than. Custom games are as fun.
wolf250 Apr 23, 2007, 08:24 AM 1GB ram is not enough for Civ. This game eats more Ram than anyother in existance ;p. And with TR features, it just gets worser...
dont play Worldmap than. Custom games are as fun.
I am playing with 2gb and over 6gb in page file and still getting the errors :cry:
I have moved down to medium, lasted for 20 turns, looks like i am goin gto have to go down to low: :cry:
crismac Apr 23, 2007, 11:38 AM I am getting a CTD year 1500AD.It will not let me go past this point.Push the end of turn button then it sounds like the AI is declaring war then it CTD.I have uploaded a save right before the crash,just end the turn and see what happens :sad: http://forums.civfanatics.com/uploads/57181/Cris_McFarland_AD-1500.CivWarlordsSave
crismac Apr 26, 2007, 07:24 PM I was just checking if anyone has looked at the game save I downloaded for you guys.I know TR team is very busy,I was just curious was it just on my computer or a game error and what may have caused this.I am going to start another game thanks :)
Mexico Apr 27, 2007, 02:14 AM I was just checking if anyone has looked at the game save I downloaded for you guys.I know TR team is very busy,I was just curious was it just on my computer or a game error and what may have caused this.I am going to start another game thanks :)
sorry, i am out (on bussines trip) and don't have civ on my notebook
crismac Apr 27, 2007, 02:27 PM Thanks Mexico for the reply,I know your very busy.I will keep a copy of the save on my computer just in case you need it.Don't work to hard :D
Störtebekerson Apr 29, 2007, 11:11 AM Some Doctrine Promotions work after the Doctrine became obsolete, like Imperial Glory.
Others -Chivalry, Seamanship and Trained Archers- do no longer work when the Doctrine itself became obsolete.
That results in Units having the basic Doctrine cannot be further promoted.
It should be one rule for all doctrines, preferably the ability to be able to promote units once they have the Doctrine even when that Doctrine has become obsolete.
Walter Hawkwood Apr 30, 2007, 04:17 AM Some Doctrine Promotions work after the Doctrine became obsolete, like Imperial Glory.
Others -Chivalry, Seamanship and Trained Archers- do no longer work when the Doctrine itself became obsolete.
That results in Units having the basic Doctrine cannot be further promoted.
It should be one rule for all doctrines, preferably the ability to be able to promote units once they have the Doctrine even when that Doctrine has become obsolete.
Will look into it - all the doctrines should behave in the first described way (and there are no reasons for them to behave otherwise) - looks like a bug.
Harrier Apr 30, 2007, 04:44 AM I was just checking if anyone has looked at the game save I downloaded for you guys.I know TR team is very busy,I was just curious was it just on my computer or a game error and what may have caused this.I am going to start another game thanks :)
I tried if for you and got the crash also.
Roland Johansen Apr 30, 2007, 07:00 AM With the French civilization under Henri IV, I get the music from the Roman empire from the unmodded game. I guess that's not the way it is intended. (I'm talking about the music when you start with that civilization or when you zoom in really far.)
Walter Hawkwood Apr 30, 2007, 07:53 AM With the French civilization under Henri IV, I get the music from the Roman empire from the unmodded game. I guess that's not the way it is intended. (I'm talking about the music when you start with that civilization or when you zoom in really far.)
That's actually WAD. Since I don't add new music when I create leaderheads, I have to reuse some existing ones - I just choose which one suits most. I thought this theme fitted him (if not, it's easy to fix - but currently it is as I intended it).
crismac Apr 30, 2007, 07:54 AM I tried if for you and got the crash also.Thanks Harrier,at least I know it is not my computer causing it.Hopefully Mexico can find the cause of this crash.
Roland Johansen Apr 30, 2007, 11:17 AM That's actually WAD. Since I don't add new music when I create leaderheads, I have to reuse some existing ones - I just choose which one suits most. I thought this theme fitted him (if not, it's easy to fix - but currently it is as I intended it).
Ok, thanks for the quick response.
I would have expected the music that was used for the original French leaderheads. It doesn't bother me, but I thought it was an oversight.
BLubmuz May 09, 2007, 10:26 AM I managed to complete and win a game with the earth map (Egypt, SS in 1388, Monarch).
To do this i needed to:
- delete 5 civs (celts, france, persia, korea and japan),
- change all south and north border plots to coast, then put ice in there,
- delete some ice in the northern sides ot siberia and canada.
The game took long between turns, but it was playable.
I suspect to have found a bug:
i built "the vaccination", and i has a -80% pandemia in all my cities, but after few turns the game freezed, i restarted from an autosave, and i never seen that -80%, nor i can rebuild the project (in F9 it tells me i got it).
A suggestion:
the national wonder that gives +1:hammers: per water tile only works in the city where it's built: IMHO, this doesn't worth its cost.
edit: probably another bug is in F9 "food yield" graphic: it always displays the situation starting from the year of the last loaded save, and it occurs also in a random map game (the other F9 graphics work fine).
Hey! are my questions so stupid to not deserve an answer???
Harrier May 11, 2007, 07:08 PM OK - this is not a bug. but you do not have a suggestions thread. Sorry.
The fighter and bomber can reduce a land unit to 50%.
The Strike Fighter can kill it (reduce it to 0%)
IMHO this is to powerfull, particullarly as it has 2 move points.
I would suggest the later fighter/bombers only reduce land units to say between 25% to 10% not 0%. And Sea units to 5%.
Just a thought. But as it is now, it seems too overpowering and therefore not balanced - IMO.
witten May 13, 2007, 03:13 PM I've just installed TR2 Gold. It looks so cool. :D To see what's changed in this mod I opened civilopedia right away and found some problems.
- In unit upgrades pane, whenever I scroll down a bit the game crashes. Attached are the captured dialog box showing brief debug info and more detailed debug info file(XML format, seemingly dumped by OS).
- In a civilization page, whenever I scroll down the UU's list the game crashes. Seems exactly the same kind of error.
- In 'Units' page, I can view (lexicographically) the first 5~10 units, say usually up to African Infantry. No other unit info is available even through hyperlink from another page. How many units are shown varies a little for some reason.
I have enough memory and hdd space to play TR2 Gold. I have edited several XML files a bit(due to broken XML tag problem often found in non-Latin-character OS), that should be irrelevant to the above errors I guess. Just FYI.
Fortunately, these problems never appear in the in-game civilopedia. :rolleyes: I'm about to play my first TR2G game. Although not serious, hope this could help find any potential bug.
witten May 13, 2007, 03:46 PM - In 'Units' page, I can view (lexicographically) the first 5~10 units, say usually up to African Infantry. No other unit info is available even through hyperlink from another page. How many units are shown varies a little for some reason.
BTW This bug seems to have already been addressed. I found this thread.. :mischief:
http://forums.civfanatics.com/showthread.php?t=217422
Xequ May 16, 2007, 11:53 AM Everytime I start a new game- it instantly says I'm defeated!!
I can't play it!! :( the mod looks good though, please help me!!
Walter Hawkwood May 16, 2007, 12:26 PM Everytime I start a new game- it instantly says I'm defeated!!
I can't play it!! :( the mod looks good though, please help me!!
Do NOT install mercenary component. We can't stress this enough.
Xequ May 16, 2007, 12:39 PM thanks, now I can play your mod!
Tuzak May 19, 2007, 04:00 AM I have the sharpshooter doctrin. When I upgrade the longbowmen to musceteer, they cannot further improve their sharpshooting.
Is this intentional or a bug?
Walter Hawkwood May 19, 2007, 04:18 AM I have the sharpshooter doctrin. When I upgrade the longbowmen to musceteer, they cannot further improve their sharpshooting.
Is this intentional or a bug?
Intentional. This doctrine works only for archery units (that's also why it is never set to get "obsolete" - archery units will get obsolete instead of it).
davbenbak May 19, 2007, 08:20 PM How come sometimes I don't get the option to burn a captured city? Sometimes the cities don't burn until the next turn.
Walter Hawkwood May 20, 2007, 01:54 AM How come sometimes I don't get the option to burn a captured city? Sometimes the cities don't burn until the next turn.
That's the new city raze system, it doesn't always work as supposed. It will be fixed/removed in the next version.
Shigga Jun 01, 2007, 06:34 AM Hi,
I am currently playing TR and it's a lot of fun. However, I experienced a problem two games in a row (VANILLA Edition). In late game stages w/ huge maps and 8 AI, the game gets increasingly slow (I know that's a prob of cIV), and then suddenly the game crashes to desktop without displaying any messages. Just like somebody closed the game. ThemeParseLog gives me the following:
[Jun 01, 2007 - 13:15:15] Messages while processing 'Resource/Themes/Civ4.thm'
Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Like I said, I always play huge maps with th standard # of AI. My specs are
AMD AthlonXP 3200+
1GB Ram
ATI Radeon 9600 128MB
Win XP SP2
Any help greatly appreciated! :)
Uncle Anton Jun 01, 2007, 10:30 PM I am playing with 2gb and over 6gb in page file and still getting the errors :cry:
I have moved down to medium, lasted for 20 turns, looks like i am goin gto have to go down to low: :cry:
The MAF errors that Civ has have never been admitted to, despite the fact that MrGenie, TAFirehawke and the other guys over at ViSa have done a LOT of work on it to the point of actual proving it to Firaxis (not that they were interested). In fact, they've potentially found a fix. I'd actually suggest Houmie or Mexico have a bit of a word to one of the ViSa devs to see if their MAF work can be integrated into TR (Although from what I've seen the MAF workarounds are less effective when it comes to Multiplayer)...
BLubmuz Jun 02, 2007, 12:08 PM I wrote a report in #220, but no answer at all.
In the meantime i played another game, with the huge earth map, a monarch 1124 AD Conquest victory while researching FT2.
I'm conviced Vaccination doesn't work, i build it, no errors in loading saves and so on, but i haven't seen benefits.
I decided to raze 2 cities, they took the "!R!", but never razed, so i continued to build structures (not so important, i had some 100 cities).
I had various errors, but i managed to recover from the autosaves or the saves: i noticed that after long time i play the errors can happen often.
Also in this game i managed to play deleting 5 civs, changing the start position for 2 and (to be honest) slightly improving Egypt start position.
Vertico Jun 03, 2007, 11:26 AM UN resolutions are not updated to actual civics
BLubmuz Jun 07, 2007, 08:24 AM Hey Guys (the TR team, i mean)
i made 2 posts about possible bugs in your wonderful mod, i'm so catched by it i can hardly go back to "normal" CiV or Warlords, and not a rag of an answer? not fair "i expect better from you".
Anyway, keep up the good work, but try to make it playable in non-monster machines.
Walter Hawkwood Jun 07, 2007, 08:35 AM Hey Guys (the TR team, i mean)
i made 2 posts about possible bugs in your wonderful mod, i'm so catched by it i can hardly go back to "normal" CiV or Warlords, and not a rag of an answer? not fair "i expect better from you".
Anyway, keep up the good work, but try to make it playable in non-monster machines.
Be sure that these bugs are noted. Thank you for your feedback (answering that way can get a little redundant, you know :)).
CarpeDiem Jun 10, 2007, 05:20 PM i get the civlopedia fault alot
Anaztazioch Jun 11, 2007, 03:20 AM what language version are you using ?
Roland Johansen Jun 11, 2007, 04:54 AM Workers can cultivate a new forest in a tile that already contains a forest which has strange consequences.
When multiple workers are cultivating a forest in the same tile (which doesn't contain a forest yet), then only one stops cultivating the forest once the job is done. The others continue unless you order them manually not to. So if you're not watching your workers, then they'll finish cultivating another forest on that tile and each time they finish a forest on that tile only one of them becomes available.
I have not tested what happens when you really finish cultivating a forest in a tile which already contains a forest. Does it create a double forest? Can you chop one of them without losing the forest on the tile? Or is it just completely useless. I guess that it will be useless.
Mexico Jun 11, 2007, 06:52 AM Workers can cultivate a new forest in a tile that already contains a forest which has strange consequences.
When multiple workers are cultivating a forest in the same tile (which doesn't contain a forest yet), then only one stops cultivating the forest once the job is done. The others continue unless you order them manually not to. So if you're not watching your workers, then they'll finish cultivating another forest on that tile and each time they finish a forest on that tile only one of them becomes available.
I have not tested what happens when you really finish cultivating a forest in a tile which already contains a forest. Does it create a double forest? Can you chop one of them without losing the forest on the tile? Or is it just completely useless. I guess that it will be useless.
known bug, this fuctionality (all terraforming stuff) will be removed because too bugged and not AI aware
Roland Johansen Jun 11, 2007, 05:15 PM known bug, this fuctionality (all terraforming stuff) will be removed because too bugged and not AI aware
Oh, that's a pity. I really liked the planting of forests. Strange that the cutting down of forests is in the vanilla game and the planting of forests seems to be difficult to add. Sometimes the little things are hard.
Good luck with the next version.
Walter Hawkwood Jun 12, 2007, 05:35 AM Oh, that's a pity. I really liked the planting of forests. Strange that the cutting down of forests is in the vanilla game and the planting of forests seems to be difficult to add. Sometimes the little things are hard.
Good luck with the next version.
The hardest thing here actually is to teach the AI where, when and how to use the function.
Roland Johansen Jun 12, 2007, 05:53 AM The hardest thing here actually is to teach the AI where, when and how to use the function.
Teaching the AI something is always very hard, so I can imagine. It should view planting a forest as forest + lumbermill. It should disregard the health bonus. You can sometimes use the health bonus but it is rarely really important. There is a period in the game where the forest + lumbermill is superior to the workshop. However, it takes such a long time to build that I generally only do it once the quicker improvements are finished.
Why is it harder to teach the AI about this tile improvement than about others? It can't see it as forest + lumbermill?
Walter Hawkwood Jun 12, 2007, 07:00 AM Teaching the AI something is always very hard, so I can imagine. It should view planting a forest as forest + lumbermill. It should disregard the health bonus. You can sometimes use the health bonus but it is rarely really important. There is a period in the game where the forest + lumbermill is superior to the workshop. However, it takes such a long time to build that I generally only do it once the quicker improvements are finished.
Why is it harder to teach the AI about this tile improvement than about others? It can't see it as forest + lumbermill?
Because it is very difficult to teach AI to use any new improvement. Basically, vanilla AI has no concept at all that forests can be planted, and by default doesn't view this possibility at all. And messing with AI routines is always SDK work, and hard SDK work at that.
Roland Johansen Jun 12, 2007, 07:21 AM Because it is very difficult to teach AI to use any new improvement. Basically, vanilla AI has no concept at all that forests can be planted, and by default doesn't view this possibility at all. And messing with AI routines is always SDK work, and hard SDK work at that.
Ok, it is hard, I believe you.
Good luck with the next version. I can really appreciate the mindset of not adding stuff that the AI can't use. In the end it would lead to the AI and the human player playing two different games.
I do think that adding the possibility to use workshops on tundra tiles without access to fresh water was a good choice. I means that even if the AI has chopped the forest of a tundra tile, it doesn't make the tile useless. Thank you for that.
Roland Johansen Jun 12, 2007, 11:41 AM Another problem. The AI seems incapable of applying the new maximum number of units per tile rules well and maybe suffers from the crowded promotion. In my present game, one AI is hugely more powerful than another. Better weapons technology, ten times as many cities (20 vs 2), far stronger army and still he can't finish him off and is moving only small groups of units to the 2 remaining enemy cities while leaving a huge stack in the staging ground city. This has been going on for dozens of turns. Maybe the large number of units needed to stop the city from revolting is conflicting with the max number of units per tile rule and therefore the AI is incapable of creating decent sized stacks. I can't recall seeing this kind of behaviour in BetterAI (which you have implemented). Have you changed other things then the crowded promotion and the maximum number of units per tile which could affect the AI combat behaviour?
How could I remove this promotion and the maximum number of units per tile rule from this mod for my personal use? (I always change stuff myself, have done so with several things in this mod. Everyone has their personal taste.)
I've found
<Define>
<!-- Max stack size for betterAI by Mexico -->
<DefineName>MAX_STACK_SIZE</DefineName>
<iDefineIntVal>15</iDefineIntVal>
</Define>
within the file GlobalDefinesAlt.xml. If I were to set this value to 0 or remove this definition, would it remove the maximum number of units per tile rule? Or do I just have to set it to a ridiculously large value to effectively remove it.
I've also found PROMOTION_CROWDED in the file CIV4PromotionInfos.xml. Can I just remove the whole promotion or should I set the values of it to 0?
By the way, why exactly was this introduced into the mod? Historically, there have always been large concentrations of troops in decisive battles and 15 units on a 100 times 100 kilometer tile doesn't sound too ridiculous. Of course, you may do whatever you like, but I just would like to know the reasoning behind it. I might just not have seen the light. However, you don't need to defend yourselves against me, I mainly just want to know how to change these rules.
Thanks in advance.
Mexico Jun 12, 2007, 12:24 PM Another problem. The AI seems incapable of applying the new maximum number of units per tile rules well and maybe suffers from the crowded promotion. In my present game, one AI is hugely more powerful than another. Better weapons technology, ten times as many cities (20 vs 2), far stronger army and still he can't finish him off and is moving only small groups of units to the 2 remaining enemy cities while leaving a huge stack in the staging ground city. This has been going on for dozens of turns. Maybe the large number of units needed to stop the city from revolting is conflicting with the max number of units per tile rule and therefore the AI is incapable of creating decent sized stacks. I can't recall seeing this kind of behaviour in BetterAI (which you have implemented). Have you changed other things then the crowded promotion and the maximum number of units per tile which could affect the AI combat behaviour?
How could I remove this promotion and the maximum number of units per tile rule from this mod for my personal use? (I always change stuff myself, have done so with several things in this mod. Everyone has their personal taste.)
I've found
<Define>
<!-- Max stack size for betterAI by Mexico -->
<DefineName>MAX_STACK_SIZE</DefineName>
<iDefineIntVal>15</iDefineIntVal>
</Define>
within the file GlobalDefinesAlt.xml. If I were to set this value to 0 or remove this definition, would it remove the maximum number of units per tile rule? Or do I just have to set it to a ridiculously large value to effectively remove it.
I've also found PROMOTION_CROWDED in the file CIV4PromotionInfos.xml. Can I just remove the whole promotion or should I set the values of it to 0?
By the way, why exactly was this introduced into the mod? Historically, there have always been large concentrations of troops in decisive battles and 15 units on a 100 times 100 kilometer tile doesn't sound too ridiculous. Of course, you may do whatever you like, but I just would like to know the reasoning behind it. I might just not have seen the light. However, you don't need to defend yourselves against me, I mainly just want to know how to change these rules.
Thanks in advance.
crowded promotion is part of stack aid promotion component and this represent that too big army is hard to organize...
remember that one unit in game don't represent one "unit" in real, it represent something like battalion ...
regarding mod settings: if you set MAX_STACK_SIZE to 0, you will disable for AI creating any stack... so if you want large groups, you need higher number here and also you must change limit in StackAid.py file ..
look for line
if (aid > 15):
and change to same number as you set GlobalAltDefines.xml
btw, this python script is bugged, also count naval forces, air forces and non-combat units (settlers etc) to limit - this bug is solved in next release
EDIT: in attachment you find updated StackAid.py script which have this bug solved for current TR version (it is zipped because of attachment limitation) - unzip and replace this in Total Realism\Assets\Python directory
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