PAE VI Patch 6.3

Oh yeah sorry, there's tens of entries concerned, I'll do a rundown as soon as I can.
Thanks
Thx!
Hi Pie. :)

Yes, Flavia Brigantium in Gallaecia, near the Roman lighthouse of A Coruña. On the matter of papyrus ... I understand it, but then I do not understand why it is in the commercial network, that is, if you can only build the papyrus export post in a city that has that resource in the area, why it serves to acquire it? If I do not have a papyrus in my country, I cannot do anything with it (it does not provide any bonuses for happiness or health) and I cannot sell it to another because if he does not have a papyrus in his country, it is useless. About something else: The provincial palace has to be built with a hero, right? because with the prefect I can't build it, only change the type of governor.

Anyway, I hope I have explained myself well ... my English is not a good thing. :rolleyes:

Greetings and thanks for your kind responses and as I already said for this magnificent mod. :thumbsup:
Thank you very much! This is all for you and a bit for me: even I want to play a great strategy game and try to do my best ;)

Papyrus: hm.. I don't know if you noticed the cyperus papyrus plant and the papyrus end product. with the papyrus export post you can produce papyrus form the plant, which then gives +1 :) to your cities. and you can trade with it for a bonus resource you don't possess.

About the praefect: yes, that will be fixed in the next patch. I wanted to use the XML commands only, but it's different to the hero one. this is a bit confusing.

True for the papyrus, but it's different for Elephant for exemple, since some buildings are given access to with the ressource in the trade network, albeit it only concerns a couple of cases.

Pie, can't find the source of my troubles yet, but I suspect a simple problem with the archive downloaded. Is it complete for everyone else? I'll try again I think.
perhaps. let's throw an eye of the new patch then again ;)
 
Papyrus: hm.. I don't know if you noticed the cyperus papyrus plant and the papyrus end product. with the papyrus export post you can produce papyrus form the plant, which then gives +1 :) to your cities. and you can trade with it for a bonus resource you don't possess.

That is precisely the matter: I want papyrus end product and since I do not have cyperus papyrus plant, I must buy it from someone else to build the papyrus export post, but since none of my cities have cyperus papyrus plant in their area, the game does not allow me to build the papyrus export post anywhere. :):)
 
Pie, can't find the source of my troubles yet, but I suspect a simple problem with the archive downloaded. Is it complete for everyone else? I'll try again I think.
--------
perhaps. let's throw an eye of the new patch then again

That was especially unclear of me yesterday ha ha. I meant to convey that the problem stems from the archive being corrupted/partially downloaded on my end. So that I'll only need to find a way to access it correctly.

[EDIT] Resolved, by all appearances
 
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That is precisely the matter: I want papyrus end product and since I do not have cyperus papyrus plant, I must buy it from someone else to build the papyrus export post, but since none of my cities have cyperus papyrus plant in their area, the game does not allow me to build the papyrus export post anywhere. :):)
That's intended. If you don't have a cyprus papyrus resource around a city, you may not build an export post.

That was especially unclear of me yesterday ha ha. I meant to convey that the problem stems from the archive being corrupted/partially downloaded on my end. So that I'll only need to find a way to access it correctly.

[EDIT] Resolved, by all appearances
Aye!
 
Hi,

First, thanks for this great mod!
I've had a lot of fun playing it and I really like how feature-rich it is while still being perfectly balanced.

I've noticed I was unable to build the valetudinarium (playing Julius Caesar in the Ancient Europe XXL map). Indeed, clicking the button resulted in a CTD. A hint was that the interface button was a pink square.
Looking at the "Assets\XML\Art\CIV4ArtDefines_Building.xml" XML, I found that the art definition pointed to a missing file ("Art/Interface/Buttons/Buildings/button_valetudinarium.dds").
Pointing to another file which exists fixed the issue (I chose "Art/Interface/Buttons/Buildings/button_building_hospital.dds" but any file which exists should do).

Cheers
 
Thx! Yes, I will fix that in the next patch! I am sorry for that...
 
You don't have to be sorry, you built a great mod. There's bound to be some bugs here and there every once in a while.

Speaking about bugs, I think I found another one.
I was playing the Barbaricum scenario as Boudica.
On 1 AD, Christianity was automatically founded in my capital.
Later, I researched Theology and when the research completed, a window popped up to pick a new religion -- I suppose this happens because Christianity has already been founded.
I first picked "Greek Gods" because this seemed fun, but this resulted in a crash-to-desktop (CTD).
Later, I selected Judaism which works.
All the religions (except Christianity and and Celtic Myths) were available to pick.
All but Judaism, Buddhism and Jainism result in a CTD.
I don't know if this crash is random (tho I could reproduce it) or if it applies to other scenarii/maps but I thought I'd let you know.
I can attach a save if need be.
 
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Another small bug: On the Eastern Med map, the Illyrians have no city names set up. Just TXT_KEY etc.
 
Stranded Goods - 'd like to propose a change whereby stranded goods disappear after a set number of turns. Especially on water maps, standed goods give the human player a big advantage over the computer, by collecting all the stranded goods that land on islands, something the computer can't (or doesn't) do.
 
Hi,

I'm quite into the 6.3 patch; I had some doubts about the new terms for Cybele's cult, but after playing a bit, it works out nicely (considering the fact that I may absolutely ransack the trade network for every cereal available; see for yourselves
Spoiler and it's only a taster for what is to come :


(at 3-5 a piece, I was soon into the 15 fishes and 20 varied cereals)


Something unexpected happened though, when I removed via wagon horses from a plot with an improvement-town. The town was removed as if it was a pasture. Logical incident, but I didn't thought about that.

I'm having a lot of pleasure rediscovering Eurasia XXL with 35 civs. A lot of the appeal for me is the early to mid-game, so I like having a new map onto which I have to plan anew where to put my settlements. It's still similar to the 6.1.9 version, but different enough that it demands a new layout.
Speaking of layout, my pc-arrangement isn't that efficient and the turns begin to lengthen a lot passed 200-300.

Spoiler Fortunately, I have a plan: :

[/IMG]


Concerning tangible reviews on this map, I find that gamespeed is not quite perfect yet. For a quick overview, I'm playing at emperor difficulty, with Persia, and at 1000 BC, I've researched all the techs at the 800 BC mark while being 5th on the scoreboard. Apart from that, it's a beautiful map.
 
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LOL :lol:

Your plan to conquer the world probably is the only way to prevent hardcore turn times on the XXL map.
In my current game where I'm trying to be as peaceful as possible, having everybody as friend (with Christianity), I have up to 13 min waiting between turns (in turn 1300+) :crazyeye:

The Eurasia XXL map is just too huge for an endgame with all AI's still being in good shape ;)


[edit] about the Gamespeed: that's true!
Science and some other things are way to easy...
I'm still working on that. (for both Eurasia XL and XXL)
 
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Could someone explain how to carry out a special trade order? I sent a trade wagon to a city that has the ordered item(Dye) and loaded it then sent it to the target city and sold the resource but nothing special happened. They just gave me normal profit(about 50gold).:confused:
 
From your description, I can't see what went amiss; I assume that it wasn't too late. I just fulfilled an order this afternoon and gained a tech in return, so it should have worked.

Similar topic, I'm having trading centers pop up with 1 trade road on coastal cities. I believed it was with a certain number (2) of trade roads?
 
Hm... I guess my description was not fully obvious.
It was not late. Three turns remained at that time.
I assume I missed something in the process. Did you fulfilled that order by doing just like I did?
I sent a trade wagon to a city that has the ordered item(Dye) and loaded it then sent it to the target city and sold the resource
The selling city and the buying city both belong to the same nation(Hebrew). Can it be the cause?

<Edit> I figured it out. 'The selling city and the buying city both belong to the same nation.' Yes, it was the cause. I had to sell 'my own' goods to the demanding city...
 
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'Deer' seems to be the only resource that is not listed on Trade Adviser and cannot be purchased by wagons. I wonder if it is intended...
 
Yes, because with deer I mean wild animals. But they can appear autom. when building a camp in forests.
 
Hello PAE. I am still a little sad because of the papyrus ... I have no material to write my satirical poems ... ;) :lol::sleep:

Now seriously, three questions:

1st. Can elephants finally be grown? :dance:
2nd. If promoting Praetorians to Cohors Praetoria produces no benefit, on the contrary, they are more expensive, why promote them? One to be able to build the Castra Praetoria, but not more.
3rd. Without special building IV it is not possible to build the fire service. The Roman civilization does not have this building. I was a little frustrated, I really need it, I have some health problems in some city. :sad:

Thank you in advance for your attention and kindness, and once again I apologize for my bad English. :thanx:

P.S.: I attach some images.
 

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That's actually a bug, as Aqueduct used to be in the special building IV class but got moved, and fire service is meant to require the aqueduct.
 
Another small bug: my Egyptian shield bearer was promoted to Hypaspist (green arrow).
 
What a great mod.

Some critics :

- The mod is too easy. I won easily on Deity/Quick speed on some scenarios (War of Diadochi). The A.I is dumb.

- Too much micro management. Each turn you have to manage lot of things : slaves, units, units formation (I don't underestand because when you pick a formation, all units on the group has to have the same).

- The main problem is the fact you can't have 0 % science. It force you to constantely sell units over and over. And selling units give much more gold than producing gold/science directly. Not logical I think. And why a people would be happy if 50 % of the ressources go to "science", but not if the ressource simply go into your treasure?

This mechanic seems realistic but create big macro economic problem you are constantely forced to solve.


I do not understand fully how to exploit the trade system. I want the trade roads, but even if I send 3 merchants, they are very very slowly build.
I understand that the main function of the merchant, is to grab a ressource you really want, then to copy it with your specialised food charriot.

A last thing about the trade roads : According to what I see, it's really better to have a short trade trip, because your merchant will reach it and come back much more frequently, than to have a long road, but win a bit more gold.
 
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