Banuae

mystikx21

Deity
Joined
Feb 18, 2006
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3,230
Location
ohio
I don't know if this was intended, but Banuae Rice Terrace currently gives +1 :c5food: on all tiles in the city radius (not just hills).
 
I assumed not. That would be extremely powerful.

Presumably Lalibela is vulnerable to a similar issue but I haven't played through to get it just yet.

It also isn't city limited. It still gives the bonus to neighbouring cities (hopefully not to those in a different civ, but I haven't checked that yet). I'm okay with that part as there's less micromanagement involved but it shouldn't be giving +1 to forests and plains and grasslands and deserts.
 
It still gives the bonus to neighbouring cities
So it boosts every tile within 3 range?

I think it should only boost hill tiles that are actually worked by the city. If it is within range but worked by another city, then no dice.
 
Update: same bug on Lalibela (works on water tiles too, would be extremely crazy with a coastal city and Banuae...)

I'd agree it should be just the city itself. But of the two, the fact that it's on every tile is a bigger immediate concern than that it's on tiles in another city too (as it's very imbalancing).

If it were just on hills, then the fact that it's applying even in another city would be a more serious issue. (Still a glitch). I didn't test if it still applies to another civ's cities either. That'd be disconcerting.
 
List of other bugs I have noticed in current test game. Most are reported elsewhere already. Consider these confirmations.

Faith tooltip is accurate but only when moused over. Otherwise just reports +2. Information is there but not as obviously as the rest of the city's.

Shrines beliefs appear to be active before being selected within religion.

City disappearing visual glitch. Machu picchu didn't show up either (mountain tile works but has no visual cues). Occasionally the city production tiles go blank also. I get some slowdowns on city screens, but nothing major on end of turn times. Runs quicker than before overall.

Happiness UI is greatly improved than earlier versions but still appears off by 1-2 on occasion. Maybe rounding issue? Culture from happiness seemed the easiest way to notice quickly.

AI happiness seems very high. 40-50 most of the early-mid game. They don't have many luxuries so I assume that's an issue with their built-in boosts. Civs that take tradition get a significant boost to policies from this.

Liberty specialist is really OP at present.

Diplomatic text gets stacked on itself, all appears on one side making it hard to tell what a deal actually is.

Some text lines on wonder splashes are off centered (looking into it this is probably fixed by using the new artwork).
 
List of other bugs I have noticed in current test game. Most are reported elsewhere already. Consider these confirmations.

City disappearing visual glitch. Machu picchu didn't show up either (mountain tile works but has no visual cues). Occasionally the city production tiles go blank also. I get some slowdowns on city screens, but nothing major on end of turn times. Runs quicker than before overall.

Diplomatic text gets stacked on itself, all appears on one side making it hard to tell what a deal actually is.

Still noticing the City Disappearing bug.

Built Machu Pika-chu in my current game and it is showing up.

Haven't noticed stacking in Diplo screens in general, just when AI is asking for peace terms from war. This can be recitfied by clicking on just about anything in either mine or the AI's options. However I am not able to actually add or remove anything from the diplo screen when the AI initiates the surrender/ call for peace.

Had a CTD last night while grabbing the screen to scroll it. (I Thought that was fixed in the last pacth?)
 
I find that peace terms are all stacked on one side so it's hard to tell if I'm paying them or getting money. I can remove things from the mess on mine, but I have started checking my city list to make sure I'm not giving them any cities if nothing else. I also don't think it scrolls.

Open borders or embassies or RAs work just fine though, yes.

Updates: Machu re-appeared when I reloaded. Two of my cities remained invisible (names are there, and they can be entered easily, and mouse-over still provides tile uses).

Both lalibela and banuae provide +1 bonuses on mountains as well. Which is pretty weak of course, but another issue to be noted.
 
This looks like the lua error relating to the diplomacy. Popped up a couple times in the log.

735263.303] Runtime Error: [string "C:\Users\here\Documents\My Games\Sid Meier'..."]:1809: bad argument #2 to 'ConvertTextKey' (Argument must be [boolean, number, or string].)
stack traceback:
[C]: in function 'ConvertTextKey'
[string "C:\Users\here\Documents\My Games\Sid Meier'..."]:1809: in function 'DisplayDeal'
[string "C:\Users\here\Documents\My Games\Sid Meier'..."]:497: in function <[string "C:\Users\here\Documents\My Games\Sid Meier'..."]:440>
[735263.303] Runtime Error: [string "C:\Users\here\Documents\My Games\Sid Meier'..."]:1809: bad argument #2 to 'ConvertTextKey' (Argument must be [boolean, number, or string].)


There's this information if useful for the timing issues.

==== Average Processing per Turn ====

VanillaStuff seconds
Total 19.047 seconds

ModTurnStart seconds
Turn 0.002
Players 1.780
Policies 0.010
Cities 0.153
Units 0.037
Plots 0.138
Total 2.120

ModTurnEnd seconds
Turn 0.001
Players 5.659
Policies 0.010
Cities 2.976
Units 0.002
Plots 0.140
Total 8.787
 
After a couple test games, other things that come up.

1) I'll probably have to look over the promotions with a comb. They seem to be conflicting somewhere in my mod-mod. Several bonuses weren't working correctly (lancers attack/defence bonus in particular. Galleon ship capture was active too). This is probably a conflict on my end. I'm not sure what's causing it as yet though, so it'll take some time to sort through the promo changes Thal's made and make sure I'm picking the correct ones before I can serve it up as an option for others. Mostly afflicts naval units at present as most land units seemed to be behaving normally. Update: fixed a chunk of it with some timely comma deletions. Still looking over the naval promos overall. One thing I did notice is the promotions swap has naval_rangedmelee and naval_rangedranged listed as combat classes. I'm not sure those are necessary (the game uses normal melee/ranged distinctions) and it seemed to have broken some promotions.

2) Tooltips for some promotions need to be updated. Siege bonus on swords is not 10%, but 25%.

3) AI priorities on a couple wonders were non-existent. Sounds like Thal's fixing this, but I note it should we need to adjust them in the meantime (Wat Phra Kaew largely). Some buildings would still need tweaked from their current flavors as it is.

4) Carracks at ~25-27 seemed fine and still effective at raiding and attacking cities.

5) AI Happiness is really high early-mid game and then finally gets absorbed by the AI building a lot of smaller cities in the mid-late game.

6) I saw the AI build a line of citadels deliberately to shut off a road connect, which was quite clever and caused some tactical mayhem later. Citadels will damage an neighbouring enemy city (but not enough to overcome city healing so far as I could tell) as well as the garrison units (which it will likely kill without medics around).

7) High lag for swapping citizen duties (or locking a tile) and entering city screens later in the game.

8) Faith tooltip updates with shrine/temples and certain belief/policy effects, but the per-pop source or percentage modifiers don't appear to present on the quick screen (they do on mouseover). Neither updates their tooltip effects with policies or beliefs.

9) Happiness UI is off by a larger measure later in the game (5-6). I'm still unclear on what's causing the disparity but it's easy to observe by using the tradition tree. Possibly a conflict with local/national happiness effects that isn't displayed correctly when summing (eg, city happiness was maxed out but any extra caused by a policy was still used by the UI)

10) civWillard may need to be updated to account for city defences HP boosts, but that's another story. :D
 
The Banuae bug also is providing a full 3 ring culture sphere, instead of the bonus just on hills. I assume lalibela will have the same issue.

I can also confirm the food and faith to all tiles from banuae and lalibela.
 
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