View Full Version : Bug Reports


Head Serf
May 19, 2007, 08:10 PM
If you find any bugs, problems, or things that seem unbalanced with the mod, please post them here. It is also helpful if you state whether or not the bug was found using the most recent version, and if you may have an unusual case that could cause the problem, such as using a mac or windows vista.

Crash757
May 24, 2007, 03:13 PM
Three things i'd like to see changed (including bugs):

- Lithuanian unit voices are totally wrong, u're using Russian voices and it can be taken as offense from Lithuanians (It's never clever to make a nation look like it's past conquerors/invaders).

- Saxony has their names, which should be "Saxon", replaced with error "TXT_..." errors. Not a big bug, but still not very nice to look upon.

- Tech tree is bit messed up some places. Some additional lines to show which tech allows what would do. Otherwise it is not as handy for new player, as it could be.

Head Serf
May 24, 2007, 06:30 PM
Three things i'd like to see changed (including bugs):

- Lithuanian unit voices are totally wrong, u're using Russian voices and it can be taken as offense from Lithuanians (It's never clever to make a nation look like it's past conquerors/invaders).

- Saxony has their names, which should be "Saxon", replaced with error "TXT_..." errors. Not a big bug, but still not very nice to look upon.

- Tech tree is bit messed up some places. Some additional lines to show which tech allows what would do. Otherwise it is not as handy for new player, as it could be.

About the Lithuanian unit voices: There is no way we can make the Lithuanian units speak Lithuanian. We felt that Russian would be the closest of the choices (the others are German and whatever the Vikings speak in Warlords). Would one of those two be better?

Thank you for finding the Saxon text error. I've fixed it for the next version.

In what way is the tech tree messed up? It uses the exact same system as normal vanilla civilization (arrows are used for optional techs and symbols in the upper right hand corner for required techs).

Crash757
May 25, 2007, 03:45 AM
In what way is the tech tree messed up? It uses the exact same system as normal vanilla civilization (arrows are used for optional techs and symbols in the upper right hand corner for required techs).
Well, i took a look once more and actually, the problem is just in one place: there is no lines from metal casting to iron tools. It may be a small bug, but yet it angered me, because i try to do perfect research in my games and not noticing ability to research such important tech early on was quite unpleasant discovery later :sad:

bout the Lithuanian unit voices: There is no way we can make the Lithuanian units speak Lithuanian. We felt that Russian would be the closest of the choices (the others are German and whatever the Vikings speak in Warlords). Would one of those two be better?
Viking voices then, i'd say, as such voices would not make any bad resemblances :)

Crash757
May 25, 2007, 09:45 AM
Found another weird thing:

There are 7 "Hansa member" resources in civilopedia though they all look pretty same to me.
Is this done on purpose or is it a bug ? :confused:

Broken Hawk
May 25, 2007, 10:26 AM
Head Serf,

Why was Bilar chosen as Batu Khan's capital? It was the capital of Volga Bulgaria and was sacked by his forces as they moved west but he named his new capital Sarai or Sarai Batu. This was Batu Khan's home base for the Blue Horde which later became the Golden Horde. My source is a book I have on the Mongol Empire.

If Craig_Sutter did the city list, then this question is address to him. :)

Head Serf
May 25, 2007, 02:11 PM
@ Broken Hawk
The Tatar city list was written up by hr_oskar, so I can't explain his choices for cities. I looked at the cities and then made that and a few other appropriate changes to the Tatar city list. Unfortunately, it appears that the Tatars founded few cities (correct me if I'm wrong).

@ Crash757
There are supposed to be seven Hansa member resources. It's for the Hanseatic League victory, where acquiring the different resources, albeit with the same name, allows you to build things faster. I've switched the Lithuanian voices from Russian to Viking. I personally don't think there is anything wrong with iron tools - metal casting connection, and that moving it would only make the tech tree more awkward. However, if other people feel the same way, I could change it.

Broken Hawk
May 25, 2007, 02:28 PM
You are correct. But Sarai was one of them and an important one at that. I don't mean to complain, I just want us to be accurate as possible.

Boots
May 29, 2007, 12:25 AM
I'm really excited about playing this mod, especially with Poland in it, but I must be doing something terribly wrong.

I downloaded 0.56 into my vanilla civ4, seemingly in the right folder (as per modding instructions), but can't get it to work. When I load civ as per usual, I can load the mod (the game restarts), but not much seems to have changed, and the scenarios don't appear in the scenario menu.

If I load directly from the public maps folder, via the medieval map icons, the game starts up, but automatically makes me Saladin, of the Egyptians (!), and then I am defeated in the first turn, and the game is over.

Is this related to the cache (which incidentally I can't find anywhere, even when I reveal all hidden files)?

Any advice?

Boots

Head Serf
May 29, 2007, 05:25 AM
You need to make sure that the folder order goes like this, with no changes:

Sid Meier's Civilization 4/Mods/European Middle Ages 0.56/Assets

I really need to figure out a .exe so that this does it by itself.

Broken Hawk
May 30, 2007, 09:15 AM
Try this app:

http://www.download.com/Nullsoft-Scriptable-Install-System/3000-2216_4-10524624.html?tag=lst-0-1

jefmart1
May 30, 2007, 11:20 AM
Why can you only build 4 Tourneys, yet 7 are required for a Royal Tourney?

Also, it took me a little bit to figure out that you could build a new one in any city and it replaced one somewhere else. But there is no notification of that anywhere. I was building them everywhere and wondering why some cities didn't have them anymore. :-(

Head Serf
May 30, 2007, 08:15 PM
Thanks for the program Broken Hawk!

I'll make some changes to fix that jefmart1.

Head Serf
May 31, 2007, 02:06 PM
The problem with the Royal Tourney is that the number of Tourneys required changes depending on map size. I'll make it so that it only needs a Tourney in the city it's built in, along with increasing its cost.

jefmart1
Jun 02, 2007, 06:17 AM
I just noticed that the Orthodox Cathedral requires a Catholic Church to build it.

Makes it somewhat difficult to build. :-(

Head Serf
Jun 02, 2007, 06:19 AM
:lol: Yes, I imagine that makes it much more challenging to build. I fix that.

Whitefire
Jun 03, 2007, 03:57 PM
Chopping forests doesn't seem to be working.

jefmart1
Jun 04, 2007, 12:12 PM
I know I'm being picky.

But, banks and universities require a lot of marketplaces and libraries to build. You have to conquer almost all of the map to build the Medici Bank, and at least half of map for Oxford University.

Perhaps those numbers should be revised downwards?

Head Serf
Jun 04, 2007, 04:46 PM
The chopping forest bug has been around long before I ever got involved with this mod, and I really have no idea how to fix it. I'll still see what I can do though.

I'll make it so that banks only require one marketplace and universities one library. That should significantly reduce the problem.

jefmart1
Jun 05, 2007, 02:45 PM
Can you change the number required for the Medeci Bank and Oxford? To like 4?

Then lower marketplace/library to university/bank conversion to like 3 required for each? That means 12 of each to build the wonder. That guarantees that only a decent civilization can build them.

Is that possible?

Head Serf
Jun 06, 2007, 04:44 PM
I've made a few changes which I hope will work well, but I'll test them out myself for balance. Thanks again for bringing all these bugs up, jefmart1.

jefmart1
Jun 07, 2007, 02:57 PM
Your welcome for creating more work for you... :-)

I do love this mod and I play it alot, so thank you!

Whitefire
Jun 11, 2007, 10:45 AM
The chopping forest bug has been around long before I ever got involved with this mod, and I really have no idea how to fix it. I'll still see what I can do though.

The forests don't give a health bonus either.

Drtad
Jun 22, 2007, 06:15 PM
A few things I noticed...

1. I know that you took my suggestion to drop the titles like "Kingdom" and just put the civs by ethnicity, but since it has not been changed in the WB files for the scenarios the names have remained "Kingdom of Germany", instead of "The Germans."

2. Tavern is a red dot.

3. There was something else I forgot... sorry.:(

Very nice work, I especially like your German diplomacy and the new Nakharar graphics!:goodjob:

EDIT: I remember the third one now! The Turkish capital, Konya, is wayyy too Eastern in Anatolia. It's location is almost on top of Caesaria (real life Caesaria). I would either suggest moving it more in a real location or, you could change the Turk's capital to Bursa, the historic Ottoman early capital, to encourage early skirmishes with the Byzantines.

Ajidica
Jun 23, 2007, 09:56 AM
Byzantines are all ready screwed on the start, with the italian city states, russia, turks, and only god knows what else. i was playing a noble game as the eygptians and they only had archers and spear when i had my mameluk cavalry. sad

strategyonly
Jun 23, 2007, 11:44 PM
Heres from.65: Didnt know this was Vanilla, it should read that someplace in the d/l area thx.

Drtad
Jun 23, 2007, 11:57 PM
Byzantines are all ready screwed on the start, with the italian city states, russia, turks, and only god knows what else. i was playing a noble game as the eygptians and they only had archers and spear when i had my mameluk cavalry. sad
In my game they are the second most powerful behind Lithuania. Even after they lost a city to the Turks as long as they retain Greece, Albania, Bulgaria, and Constantinople they can stay powerful.

@Strategyonly, yeah, I can confirm that the Chevallier are bugged. Something wrong with the art-defines file.

Head Serf
Jun 24, 2007, 08:01 AM
@ Whitefire 6/11 :
Ok, I fixed the health problem for the 0.65 release, however, I couldn't figure out the hammer problem.

@ Drtad 6/22 :
1. I know that you took my suggestion to drop the titles like "Kingdom" and just put the civs by ethnicity, but since it has not been changed in the WB files for the scenarios the names have remained "Kingdom of Germany", instead of "The Germans."

2. Tavern is a red dot.

3. There was something else I forgot... sorry.
Very nice work, I especially like your German diplomacy and the new Nakharar graphics!

EDIT: I remember the third one now! The Turkish capital, Konya, is wayyy too Eastern in Anatolia. It's location is almost on top of Caesaria (real life Caesaria). I would either suggest moving it more in a real location or, you could change the Turk's capital to Bursa, the historic Ottoman early capital, to encourage early skirmishes with the Byzantines.
I'll fix the first one. For the second, I need to find corresponding graphics. I guess I'll start looking. In which map is the capital to far east, or is it both? I think that a fairly far eastern capital should be used, at least for the small map, so that the Turks, rather than Armenia, fill up the northern Levant. However, moving Konya to a more central region of Anatolia for the large map makes sense.

About the German diplomacy, I've been considering scrapping that aspect of the mod, considering just how difficult it will be to spread the translations to every leader. The diplomacy text files are absolute monsters, and I think that a German, Spanish, etc translations might be better. And I hoped you'd like the Nakharar graphics I made!

@ Ajidica 2/23 :
Byzantines are all ready screwed on the start, with the italian city states, russia, turks, and only god knows what else. i was playing a noble game as the eygptians and they only had archers and spear when i had my mameluk cavalry. sad
They generally do fairly average for me on both maps... Which map were you using? And was this in 0.65?

@ strategyonly 2/24 :
Argh... That's irritating. I'll try to fix it, otherwise I'll revert to the old skin I made.

Ajidica
Jun 24, 2007, 09:27 AM
small map, .56. and on large map, .65 when i am the byzantines i have a hard time not sending my reaserch down the tube by founding those cities as not to be boxed in and unless you found alot of cities in anatolia, your early production will suck!

jcb
Jun 24, 2007, 11:33 AM
when playing as the byzantines (on v .65 on small europe map) if on turn one (and subsequent turns as well) I open up world builder and place any unit, the whole thing crashes.

Drtad
Jun 24, 2007, 01:22 PM
@ Drtad 6/22 :

I'll fix the first one. For the second, I need to find corresponding graphics. I guess I'll start looking. In which map is the capital to far east, or is it both? I think that a fairly far eastern capital should be used, at least for the small map, so that the Turks, rather than Armenia, fill up the northern Levant. However, moving Konya to a more central region of Anatolia for the large map makes sense.

About the German diplomacy, I've been considering scrapping that aspect of the mod, considering just how difficult it will be to spread the translations to every leader. The diplomacy text files are absolute monsters, and I think that a German, Spanish, etc translations might be better. And I hoped you'd like the Nakharar graphics I made!
I was playing on the large map. Yeah, just a little bit centered in Anatolia would be better for Konya. The diplomacy does seem kind of difficult to do, but I don't see any reason to take out the German you already did.;)

small map, .56. and on large map, .65 when i am the byzantines i have a hard time not sending my reaserch down the tube by founding those cities as not to be boxed in and unless you found alot of cities in anatolia, your early production will suck!
I have found that you can ignore Anatolia and just found cities in Bulgaria, Albania, and Greece to do well. Greece and the area aroud Constantinople are pretty good. Anatolia is too much of a hassle with the Turks breathing down your neck. As long as you garrison Constantinople very well the Turks won't be able to penetrate. That's what the AI does, and it has only failed due to a Hungarian invasion.

when playing as the byzantines (on v .65 on small europe map) if on turn one (and subsequent turns as well) I open up world builder and place any unit, the whole thing crashes.
Never had this problem before. What unit are you trying to place?

jcb
Jun 24, 2007, 01:31 PM
any unit, settler, worker, warrior, scout (or equivalent cant remember name of it).

Ajidica
Jun 24, 2007, 03:48 PM
thanks, i just have a hard time not trying to follow history in a midevil game.

Drtad
Jun 25, 2007, 02:45 PM
Head Serf, the Foot Knight for all factions appears to be a Templar Foot Knight. Is this an oversight, or is it intended? I think that the Medieval Infantry in the File DB would be perfect for a Foot Knight, or you could always use the foot knight unit in the DB.;)

Head Serf
Jun 25, 2007, 04:31 PM
I was under the impression it was using the foot knight graphics from the DB... I'll check.

Drtad
Jun 25, 2007, 07:30 PM
I was under the impression it was using the foot knight graphics from the DB... I'll check.
Nope, I can confirm it. Alp Arslan was recruiting Foot Knights which looked like Templars to me.

Head Serf
Jun 25, 2007, 08:25 PM
Well, this is a little odd. Here's a picture I took of the foot knight.

Ajidica
Jun 25, 2007, 09:28 PM
thats ugly, i have the templars graphic too. anyhow, could the arab cavalry look like the arab cavalry in Kingdom of Heaven?

Drtad
Jun 25, 2007, 09:43 PM
Look at my post in the Medievalization thread to see some screenies of my version's units.

Ajidica
Jun 26, 2007, 06:08 PM
just something i noticed, on the diplo quick look, razing a city gives -1 as "your spy was caught causing trouble" not "you razed one of our cities"

Craig_Sutter
Jul 01, 2007, 08:11 AM
Not really a bug, but wouldn't College of Heralds be a better name for the Noble Houses National Wonder. The building comes with Heraldry, anyhow. Noble Houses doesn't seem to denote a building, but rather a civic, so the name seems inapt. The College of Heralds was an actual building that existed, and each "Kingdom" would have had one, so it is to my mind, a better name for the structure.

Craig_Sutter
Jul 01, 2007, 08:30 AM
Here's an altered Civpedia for a change from Noble Houses to College of Heralds.


Nobility is a traditional hereditary status that exists today in many countries (mainly present or former monarchies). The term originally referred to those who were "known" or "notable" and was applied to the highest social class in pre-modern societies. In the feudal system (in Europe and elsewhere), the nobility were generally those who held a fief, often land and/or office, under vassalage, i.e. in exchange for allegiance and various, mainly military, services to the Monarch and at lower levels to another nobleman. It rapidly came to be seen as a hereditary caste, sometimes associated with a right to bear a hereditary title and, for example in pre-revolutionary France, enjoying fiscal and other privileges.

Armory originated in the 12th century in the Anglo-Norman lands and quickly spread to much of Europe. At that time the full face helm came into vogue making it difficult to identify armored men in battle and in tournaments (which were free-for-all melees in this period, far different from the formalized jousts of Elizabethan times). Great lords (and soon thereafter all knights) decorated their shields and surcoats ("coats of arms") with distinctive designs--their "arms".

Heralds became experts at identifying knights by their arms since that was part of the herald’s job as a tourney officiant. The next step was for heralds to start recording arms; they developed armorials-a reference book or roll picturing or describing (blazoning) arms. Since heralds were familiar with arms they were consulted by knights wishing to assume arms. The herald could tell the knight if their desired design conflicted with an established one ("Certes, sir, a red shield with three gold lions passant would look smashing but those arms are already taken by the king of England").

By the fourteenth century, lords began hiring their own private heralds, who added to the lord’s prestige by announcing his name, titles, and boasts as he entered the tournament field. The herald would be given a title derived from his employer’s titles, badges, or mottoes. By the fourteenth century there were three levels of herald: king of arms, herald of arms, and pursuivant of arms. A king of arms was the ranking herald for a kingdom or province and are the only people besides royalty and peers who actually get to wear a coronet (only at the sovereign’s coronation, of course). They were originally called kings of heralds, after the medieval custom of naming a "king" for any group, even a "king of beggars" for the senior beggar of a town.

In 1484 Richard III of England gave the royal heralds a charter incorporating them as the College of Heralds and granted them Coldharbour House in London as their headquarters. There was, of course, something of a change of administration a few month’s later and Henry VII gave Coldharbour to someone else, so the College was without an official home until they were granted Derby House in 1555 (the College is still located on this site).

Ajidica
Jul 01, 2007, 09:53 AM
im fine with that, makes sense anyhow.

Kalimakhus
Jul 01, 2007, 11:23 PM
First of all I like to thank you for such a great effort. Your MOD is wonderful. I have just started my first game with France and I am enjoying it so much.
A little bug I ran into is that the Chevalier unit is missing its shader so it is represented by three hemi-globes. The cause is a little typo in CIV4ArtDefines_Unit.xml, in the following part:

<UnitArtInfo>
<Type>ART_DEF_UNIT_FRANCE_UU1</Type>
……………
<SHADERNIF>Art/Units/Chevaillier/Knight </SHADERNIF>
………………
The underlined path should be:

<SHADERNIF>Art/Units/Chevaillier/Knight_fx.nif</SHADERNIF>

I changed it and it worked fine for me.

Craig_Sutter
Jul 01, 2007, 11:32 PM
Thanks for spotting and fixing that.

Is this part of the same bug addressed in this post:

http://forums.civfanatics.com/showthread.php?t=228910

or is it unaddressed in that fix?

I hope Head Serf spots these fixes and doesn't miss incorporating them in the next version (after his holiday).

Ajidica
Jul 02, 2007, 07:30 AM
if you get the bug fix some graphics are updated but the knight apears as the dot then.

Kalimakhus
Jul 02, 2007, 08:19 AM
I have just downloaded the changed units graphics (Thanks for pointing me to the thread by the way) .
The Chevalier bug is fixed in the updated CIV4ArtDefines_Unit.xml.
I also checked the Knight after applying the fix and it seems to be fine.

And by the way can there be a dedicated thread for similar bug fixes that users can contribute. It will help in integrating them all in the coming release I think.

Craig_Sutter
Jul 02, 2007, 01:01 PM
I agree with that idea... we'll have to wait for Head Serf's return for a sticky, but a non-sticky thread could certainly be started...

Craig_Sutter
Jul 02, 2007, 01:08 PM
I've created a thread for fixes/changes

Craig_Sutter
Jul 05, 2007, 08:11 PM
Townhall is not being built by the computer controlled civs. I suspect the reason is that the building gives no obvious benefit. It is simply a gateway to other more important buildings. The AI is not setup to figure this out, and so doesn't build an otherwise useless structure. To fix this, we need to create some positive benefit(s) from the structure... perhaps +happiness or influence, or something to do with maintenance or taxes.

Ajidica
Jul 05, 2007, 09:42 PM
isnt townhall a weakend couthouse, or do you mean town square?

Craig_Sutter
Jul 05, 2007, 09:46 PM
Sorry, yes... Town Square.

Ajidica
Jul 06, 2007, 07:35 AM
good point. since a town square was a gathering point to tell new ideas, and for people to sell their wares, mabey a few beakers or +1 commerce for hamlets. but that might be overpowered for human players.

Craig_Sutter
Jul 06, 2007, 08:55 AM
I'm thinking +5% taxes... I'm going to take a look at it tonight to see what might be best.

Craig_Sutter
Jul 06, 2007, 10:36 AM
I made a quick fix for the Town Square bug...

In this thread... simply unzip and place the buildinginfo file in the Assets...Buildings folder, overwriting the original. I only changed 3 numbers. The AI now builds the Town Square... and ought to build the buildings it subsequently allows.

http://forums.civfanatics.com/showthread.php?p=5647629#post5647629

Kalimakhus
Jul 06, 2007, 02:01 PM
The following Buildings are missing their 3D graphics (The ones that appear in city screen when building, in civileopidea, and on map):

Catholic Convent
Gallows
Inn
Keep
Tavern

not really a serious bug, but I thought the list would help.

Kalimakhus
Jul 07, 2007, 09:27 PM
The little icons for resources. The ones that appear in tooltips, and in city screen are missed up. This happens because the order of entries in Civ4BonusInfos.xml affects what icon is used. The solution is to keep the order as it is in vanilla file so new resources either replace old ones or get added to the end of the file. It might be an exhausting job but it is quite important in the city screen for one to know which resources are connected.

Ajidica
Jul 13, 2007, 02:42 PM
i am playing an epic/largemap/prince game as the byzantines and it says the game ends at 1300. i know thats not right as it says in the readme it ends at 1500, after the ottoman seige of constantinople. i belined to silk road and i just built it. if the time is correct i wont even build my first trade allaince by the time the game is done. Help???

Craig_Sutter
Jul 13, 2007, 08:21 PM
Sounds like you're playing an epic or marathon game. I checked the WBS file, and the maxturns is set for 400, which is normal speed. Too late to change the settings for this game, but next time before playing, open the map file in notepad, and delete line 16, MaxTurns=400. This will make the game length match the game speed you choose.

I've made the same error many times creating a WBS map file... the map is saved with the game speed it is opened in when saved, so one must go in after creating and delete this line.

The small map likewise probably has the same problem.

Ajidica
Jul 13, 2007, 08:53 PM
whats wbs file and where is it?
im playing headserfs large map that comes with the mod.

Craig_Sutter
Jul 13, 2007, 11:56 PM
The map files are the WBS files... in any case, I've altered them and they are attached to this post... put them in the Public Maps folder, overriding the old files.

Here:

Ajidica
Jul 14, 2007, 09:23 AM
Thanks! When headserf gets back someone needs to tell him that.

Ajidica
Jul 17, 2007, 07:50 PM
Side snote, i just played a game al the way to the end. the endgame is lacking alot. there were wars aplenty an the late middle ages and great thinkers, aparently the war didnt happen because the game was a huge peace-fest at the end, i did declare war on charlemagne and brought some allies in. My main reason was that i won with a ranking of Lincon from hanseatic leagua as poland on noble. I relize it is noble, but i was producing the syndic in a vuenerable border cities with only a militia for gaurding, and no AIs attacked it! not even the vikings who was furious with me! the production requirements need to be increased, or poland toned down. even in AL handling of them they are execptionaly powerful. Even without an overpowerd UU and excelent trait combo, they would still be my fav civ. they need toning down!

Craig_Sutter
Jul 17, 2007, 09:30 PM
You could paste this line:

Option=GAMEOPTION_AGGRESSIVE_AI

in the map file with wordpad, just above the victory conditions lines. Perhaps that may make the endgame better.

Craig_Sutter
Jul 18, 2007, 10:02 PM
In this thread, I've added some buildings, changed Noble Houses to House of Heralds, added the Town Square fix, and fiddled with AI a bit...

http://forums.civfanatics.com/showthread.php?t=231967

Craig_Sutter
Jul 27, 2007, 09:48 AM
Not really a bug...

but could horses be allowed to spawn in desert flood plains... my Egyptians never get horses when I randomly generate the bonuses as all the nearby terrain is unsuitable for generation of such bonuses. I don't think this is a major change, and not unreasonable... since their unique unit is the memaluk, it's pretty necessary for them.

Craig_Sutter
Jul 27, 2007, 06:07 PM
Also not really a bug, but...

Ivory generates in desert. This is, supposedly, to depict trans-Saharan trade routes from sub-Saharan Africa. I think it may be more accurate, then, to further restrict this resource's random generation to being beside water and rivers. This would be especially good if oases were considered a water source (I am not certain if they are or not). Then random generation would have elephants appear adjacent to coasts, rivers and oases, these being sources of water... which would better reflect trade routes across the desert, I believe.

Craig_Sutter
Aug 16, 2007, 08:22 AM
This may be a bug...

I can build Pikeman and Spearman at the same time... isn't the Pikeman an upgrade to Spearman? Once I am able to build Pikeman, should Spearman not be unbuildable?

Ajidica
Aug 16, 2007, 10:40 AM
I think the spearmen thing is supposed to be like town militia or it could be a bug. never noticed it.

Craig_Sutter
Aug 16, 2007, 12:05 PM
I think Militia (and perhaps Warriors) should have "no military support costs" flagged in the Units XML file. They're fairly useless as is... even with their bonus to defend cities, their strengths are less than other units of the same time period. Even with their lower cost, they are not really worthwhile building, especially the militia, when most other units are much stronger, and the build time difference is not significant, being a difference of only one or two turns.

For militia, one could rationalize no military support costs by suggesting the local burgesses are supporting the units out of the community chest rather than with support royal coffers.

I also think a better name than warriors is needed. Warband, as it was named initially, was ok, but there was another name I vaguely recall as being somewhat appropriate... Comitatus, Latin for armed company or group. They were the seeds ofproto-feudalism that would later develop in to the noble class of the middle ages.

Ajidica
Aug 16, 2007, 12:28 PM
If there is no military support cost, it would be too easy to inflate your power ratings while building them. An idea i have is be able to draft either warroirs, militia, and possibly a late militia. And if possible, have them disapear after a few turns like the Militiamen in the Revolutionary War scenerio from vannila. It shows that the farmers having to return to the feilds or becoming disheartened and fleeing. ideas?

Craig_Sutter
Aug 16, 2007, 05:23 PM
I see your worry about power ratings; however, we could easily set their contribution to power to 0 in the units XML.

As to your other idea, the units being draftable makes sense.

The disappearing of the units takes Python... a skill I think is lacking amongst this mods contributors. When/if we get someone who can do Python, this idea, and a number of others, can be looked at.

Ajidica
Aug 16, 2007, 07:06 PM
couldn't you just copy + paste the python line into the unit or give it a "summoned" promo like in FfH2or is that python too? I know nothing about python so i could be spouting nonsense.

Craig_Sutter
Aug 23, 2007, 06:16 PM
There's a problem with Tourney, at least regarding the AI building thereof. Using AIAutoplay, I found that, as France, my civ built 13 Tourneys by the year 1100. As I was under the impression that only 4 were allowed to any civ, I was very surprised... however, looking at the cities, it appears that there were only 4 made in the end, but that the building was being rebuilt multiple times (similar to how the Palace is moved when rebuilt). I'm pretty certain this was not intended.

There are several other buildings that are set up similarly to Tourney (some of the Hanseatic national wonders, I believe) so I wonder if they have the same problem.

I haven't tested whether the human player can rebuild the Tourneys multiple times, but that is likely the case... however, he wouldn't do so in most cases.

Anyhow, the AI using so much effort to build Tourneys that simply move the building to a different city is wasting a lot of effort that could go towards units or other buildings.

monolith94
Jan 09, 2008, 07:29 AM
This seems to be a bug - running the civic that gives farms +1 hammer and reduces cottage growth by 50%, I'm finding that cottages never grow at all, rather than merely having the growth slowed! That's definitely "a bad thing".

Ajidica
Jan 11, 2008, 07:04 PM
I think that bug was reported before. But since Head Serf didn't fix it, I geuss he couldn't, and his XML skills are alot better than mine. Since it appears you are still playing EMA, do you think that a 2nd UU version would be cool?

monolith94
Jan 13, 2008, 08:55 PM
Cool, sure, but not something I'm marching in the streets for. The mod is pretty darn polished right now.

Ajidica
Jan 14, 2008, 02:54 PM
There are still some things that need work, namely diplo music and some graphic images. But it appeared since head serf abandoned this mod, craig also did. If I can get some help, I will try and get the mod going again.

monolith94
Jan 16, 2008, 12:11 AM
Well, the mod itself is mostly done, there are a couple of small things that annoy, like the bug I mention above, but one the whole it's one of the more polished mods out there. I really, really enjoy it. One of these days I may even try my hand at making my own map for it.

Ajidica
Jan 16, 2008, 07:19 PM
If your interested in making a map, I am working on a map for my 300AD mod, (link in sig), and in about a week or two, I will need someone to help me playtest it and balence it.

Head Serf
Jan 25, 2008, 09:57 PM
I would just like to thank everyone once again for all of their work which made this project possible. After many months I think we truly made one of the best historical mods available for Civilization 4. I really enjoyed the work, and hope everyone else did too. I have stopped modding Civ4, and sometimes I feel that the rest of the modding community is leaving too, but that is the natural process of things such as this. Again, thanks, and I really enjoyed working with everyone.

Ajidica
Jan 26, 2008, 08:16 AM
So are you no longer working on EMA? Once I am done working on my current mod, Byzantium: Beyond the Golden Gate, I might try and do a seconed UU version. BTW: I hope to have the beta release of Byzantium released mid-fubuary. It is running 660 to 1071.

jimmygeo
Jan 31, 2008, 10:48 AM
I played a game of EMA (as Byzantines) and did not find that any other civ had ivory, let alone any to trade. I opened WB and checked out the map. No ivory anywhere. Why? Is this a bug or an oversight?

I was using the Large Medieval 0.74 map.

jimmygeo

Ajidica
Jan 31, 2008, 02:35 PM
I belive ivory is used as a 'trade route' to show the saharan and oriental trade. I belive Craig used some of the exotic resources in his europe maps

jimmygeo
Jan 31, 2008, 06:18 PM
I belive ivory is used as a 'trade route' to show the saharan and oriental trade. I belive Craig used some of the exotic resources in his europe maps

Huh? I was at 1300 and no civ had ivory and there was none on the map. Ivory is needed to speed one of the silk road projects. If it's not available, then it will just take way too long the get a silk road victory. Besides, the Byzantines can't work on the Hanseatic League victory, so that leaves only the New World option (which I did to win). This seems to me to unbalance the game.

jimmygeo

Ajidica
Jan 31, 2008, 09:41 PM
Yeah, Byzantium is weak in this game. I am making a warlords mod about Byzantium, so people won't think the Byzantines are weak. It will go from 660AD to 1071 AD. If you are interested, could you help a bit? I am at a loss for unit stats. If I really get working, I should have the all the army lists done except for the moors, visigoths, lombards, anglo-saxons, vikings, saxons, and mervingian french.

jimmygeo
Jan 31, 2008, 11:43 PM
Ajidica,
I'd like to help, but I have very very little knowledge of relative strengths of forces in that period. I just like playing the Byzantines (and I had a help sheet giving advice on how to play them).

jimmygeo

Ajidica
Feb 01, 2008, 09:11 AM
Thats fine, i just need help on balencing units, army sizes, balencing and playtesting, ect. ect. ect.... Since I have a three day weakend, I hopefully will have enough time to Russians, Byzantines, Arabs done, although possibly the Bulgars and Lombards.

hegemonkhan
May 07, 2008, 05:28 AM
i chopped a forest (with viking civ, non-scenario) and didn't get any production from it.

is this a bug or am i missing something?

did head surf leave this mod for civ 4? is he making this for bts or did he stop modding civ4-bts completely?

any chance some one could fix this, if its a bug?