View Full Version : Annoying bugs that you modders could fix


KebraNoir
Sep 30, 2008, 12:58 PM
1: Rebel sentiment seems to get "stuck" sometimes.

Usually happens if i have all my colonies maxed out and they are just producing soldiers. At some point it seems the amount of soldiers cant surpass the population without rebel sentiment being stuck. The colony itself can go to 100% rebel but despite all your colonies being 100% the overall independance rating is still stuck (usually around 40ish for me) often making independance impossible.

2: "Declare war on %[npc]"
Why on earth is this in colonization? Every time i move my unit on to another i get the option to declare war. Fine if its outside of my colony but moving my unit into my OWN colony i also get the option. Attacking the kings soldiers with a different unit in the same stack also yields this option. Theres no need to be able to declare war this way.

3: The +1 colonist strength bonus from one of the constitution civics isnt working. My soldiers (colonists) have 3 strength before and after this civic is aquirred. However giving them strength 4 would be kinda insane, maybe changing this to a 50% bonus instead is better?

As a request i think the game is really really fast (turn wise) i can play on epic or marathon but overall you accomplish the same. I never really build more than 3-4 colonies and when i try more i get way behind on the defense front. In the original colo time changed pace to give each year a season. Which meant the game halfed in speed at that point, giving you more time to built up your colonies before declaring.

Just a few things....

Lord Shadow
Sep 30, 2008, 01:27 PM
1: Units outside colonies don't get rebel sentiment. Get them working inside your settlements to 'convert' them.

2: Don't know. Never happened to me so far.

3: The +1 colonist strength bonus from Right to Bear Arms affects, well, colonists, which have a base strength of 2. It makes them as effective as normal soldiers, but are still unable to attack (only defend). Soldiers leave the colonist category as soon as you give them guns, so their strength remains at 3.

Polobo
Sep 30, 2008, 04:33 PM
3: The +1 colonist strength bonus from one of the constitution civics isnt working. My soldiers (colonists) have 3 strength before and after this civic is aquirred. However giving them strength 4 would be kinda insane, maybe changing this to a 50% bonus instead is better?

50% of 3 is 4.5 > 4; how is this less insane? Anyway, Lord Shadow has it right, colonist profession has 2 STR, not 3.

KebraNoir
Oct 01, 2008, 02:53 AM
50% of 3 is 4.5 > 4; how is this less insane? Anyway, Lord Shadow has it right, colonist profession has 2 STR, not 3.

because a base strength of 3 contra base strength 4 is a huge difference in the end with all the other bonuses.

the 50% might be 1.5 but compared to getting rebelbonus, terrainbonus, strength bonus on top of 4 that amounts to a far far greater total bonus when applied on top of stregnth 4 than strength 3 (with the added bonus)
The % bonuses are applied to the base strength, not each other.

Hope you can see the difference.

Strength 3: Ranger1(10%),Mnt2(25%), Veteran1(10%),ArmedColonistBonus(50%) = 3+0,3+0,75+0,3+1,5 = 5,8
Strength 4: Ranger1(10%),Mnt2(25%), Veteran1(10%) = 4+1+0,4+0,4 = 5,8

as you can see even with two very basic bonuses (and in no way rare) there is no difference.
As soon as other bonuses are applied (and they will be, i get a lot) bonuses applied to strength 4 will take off.

If the 50% bonus is reduced even slightly the difference will be even bigger.

However as LShadow pointed out its a bonus added to the basic colonist thus making the whole civic useless since your gonna get owned if they attack anyway.

KebraNoir
Oct 02, 2008, 05:15 AM
Btw why does the king make colonies? I see no reason why he's founding colonies in the new world (a colony called "London".....)

If his regulars can found a colony then please remove the option and the natives he gets from conquoring their cities should be disbanded aswell.

Also if he has a treasure wagon i will actually have to go out and hunt it to win the game. Maybe the victory condition could be changed to him just not having any dragoon, regulars og cannons left.

Seems pretty stupid i have to send an expedition to south america to hunt down a silly treasure/city/converted native when his army is gone.

MilkmanDan
Oct 02, 2008, 11:06 AM
Btw why does the king make colonies? I see no reason why he's founding colonies in the new world (a colony called "London".....)

If his regulars can found a colony then please remove the option and the natives he gets from conquoring their cities should be disbanded aswell.

Also if he has a treasure wagon i will actually have to go out and hunt it to win the game. Maybe the victory condition could be changed to him just not having any dragoon, regulars og cannons left.

Seems pretty stupid i have to send an expedition to south america to hunt down a silly treasure/city/converted native when his army is gone.

In the original col, you only had to take the army down to about a third of the original size to get the win IIRC. Which, is a far more reasonable proposition.