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#241 |
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Armenian
Join Date: Sep 2008
Posts: 2,464
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It appears that Spanish King does not recognize Caravela Redonda as a ship. Every time the player starts the game Spanish King would say -- it is hard to have a business if you don't have a ship -- and gives you a regular Caravel! Every single time...
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#242 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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Thanks for reporting.
(I will check tonight.) |
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#243 |
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Armenian
Join Date: Sep 2008
Posts: 2,464
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Game crashes
I run into very persistant game crash
![]() The savegame is attached. If you end the turn -- the game crashes to desktop
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#244 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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I will check.
Edit: Please do not rename the mod on your computer. (It should always be "Religion_and_Revolution" and nothing else.) This will make analysing savegames easier for me. Thanks. Edit 2: I can confirm the CTD. Edit 3: Could not find the cause of the CTD with a quick analysis. Will now start a detailled analysis using a Debug DLL. (This might take a little time.) Last edited by raystuttgart; Aug 04, 2012 at 03:03 AM. |
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#245 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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The bug is fixed.
![]() @Tigranes: Thanks for reporting. With the new DLL in SVN you will be able to continue your game. |
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#246 | |
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Hi everyone !
I'm back! Quote:
I also saw I messed up a few German tags. I'm sorry Shmiddie ! I've been testing our mod during my holidays.... Things look great. I've tested an old version (sorry I was on holidays!) [version 450 or 451 I think...] I've found a few bugs. I haven't had as much time as I expected (!) so I haven't yet tested late games, but I continue testing a few turns... I've been playing on a Large map(from A_New_World mapscript), normal speed, difficulty level conquistador. I've tried 3 options: random seed on reload, no more variables hidden, and permanent alliances. Minor Bugs: 1) Natives can build some buildings they should not be able to build (see screenshot): Spoiler:
It's a simply Xml error. I can fix it if it hasn't already been fixed. 2) Some French texts are incorrect or even not translated (my fault!) 3) In domestic Advisor Screen, there are two extra columns that shouldn't exist in Warehouse Tab (my fault too!) 4) Some bonuses don't seem to work. I've got a cattle bonus (on plains with light forest) next to my city, however I don't get any cattle bonus... Same thing for an oasis nearby. 5) I get some strange texts about prices in Denmark or in Portugal although I'm playing with Samuel De Champlain (New France) 6) I've trained a Expert Trapper in a native village. However I couldn't choose "Trapper" as a profession, but only hunter. Unfortunatly my Expert Trapper doesn't get any bonuses when he's a hunter. This may not be a bug, but we would definitively have to explain to all players why this happens (e.g. tell them on which plots you can be a hunter and on which you can be a trapper) 7) There isn't any turn limit in my game, is this normal? 8) Movement costs aren't always correctly displayed... If I'm correct, standard plot costs 1MP, forests, light forest, jungle plots cost 2MP, hills cost an extra 1MP, and peaks cost an extra 2MP. So a forrest on a hill costs 3MP, so does a peak (on any terrain). But the game always displays "Movement Cost: 2"... [This is a vanilla C4C bug, and It should be easily fixed by editing] Balancing issues 1) TAX_TRADE_THRESHOLD is way too low (200) in my opinion. Of course this is due to standard Civ4Col. I would rather set it to 1000 or even more... 2) Missioning rates seem a little unbalanced (initial threshold is worth 1200 and a standard unit produces 25 missionary points per turn, which means you need to wait 48 turns!)... On the opposite hand, when you play with Samuel De Champlian and try to convert hurons you get a +350% bonus, which means you produce 225 missionary points every turn, and you get a converted native every 5-6 turns. So with 5 or 6 missions you could get a converted native every turn! 3) Shouldn't we add negative Missionary Rate Modifier for indentured servants or for criminals (and so on)? 4) On every single plot in my map there is a feature, either a forest, light forest, jungle etc...). We should reduce the amount of forests shouldn't we? 5) My scout can only move one plot at a time with his poor little movement points (2MP). Maybe we should change this... Shouldn't they have 3MP? Especially if many plots cost 2 movement points (see "bug" number four) 6) When you ask your king for reinforcements, you get a 50% discount, but in exchange you get a temporary diplomatic penalty. At least that what happens in vanilla Civ4Col. That temporary penalty lasts until king increases his royal expeditionary force (REF). But with "our" new system (or rather Net Bandit's and TAC's new system), you might wait a long time before king adds a unit to the REF. He might never add one in some games! We should take a look at this feature... We could either reduce initial king's REF. Or reduce the penalty ... 7) Unit training times seems a little low... (when you send a unit to learn native's specialty) 8) Ships military power seem a little unbalanced to me. A Galleon is as strong as a privateer. A West Indiaman are even stronger... 9) Some Native traits (see hurons traits) seem strange to me. [Maybe I've missed something]. Nearly all traits are favorable to Europeans! But the +50% great general emergence bonus doesn't help us at all, or am I wrong? Something bothers me... Major Bugs: None for now
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#247 | |
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King
Join Date: Feb 2012
Location: Germany
Posts: 612
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Quote:
Balancing 3) I think we should not. 4) I made the experience that this is not a "problem"... 5) I agree. Especially at gigantic maps it needs most of the game to explor the whole map. 7) I think the times are ok. Sometimes you get the trained unit in the same round! I think the time inceases after the training? 8) I agree. The West Indiaman seems very (too) strong. The balance seems unfinished at this stage. 9) I agree. You can get huge treasures although the native tribe is angry.
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Modder and Member of the Religion and Revolution Team |
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#248 | ||||||||||||||||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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Great.
![]() Quote:
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(I am really busy already.) Quote:
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Also it will become very interesting if we later on implement "Multiple Europe Harbours". Quote:
![]() Quote:
![]() Turn limit will only start, when one nation declares independence. Until then you could have an endless game. Quote:
![]() Quote:
![]() But I guess you can implement that, if you want. Already corrected in newest revision. Quote:
![]() I am ok, with whatever the team wants here. Quote:
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![]() Scouting would be too easy. This would totally ruin playing on small maps. Quote:
![]() There should be some penalty for asking the king for troops to my opinion. Quote:
![]() Especially since there is no increase ... Quote:
If we increase strength for Privateers, you could totally kill AI with Privateers too easily. It is also realistic. Quote:
![]() All Native tribes are simply different. Some traits of Natives help the Europeans. Some traits of Natives are directed to the Natives themselves. (+50% great general emergence means that the Natives get 50% more Great Warriors.) Some have been reported but they are fixed already.
Last edited by raystuttgart; Aug 05, 2012 at 11:24 AM. |
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#249 | ||||
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Yes, of course. What texts were wrong?
I hope I haven't permanently deleted all the texts... Here's my point. On Civfr.com someone told me he sacrificed all his criminals by turning them into missionaries. A french missionary would work faster than an english one even though he's a criminal ![]() I'm just saying there's a possible cheat. If every one is ok then why not leave it as it is. But it doesn't hurt to add -50% missionary rate to criminals in my opinion... No, we could live we that. But did someone do this on purpose. And Ray, as I said, I tried "A New World" mapscript... ![]() Quote:
![]() But, I understand why Ray doesn't like my first idea (a scout gets 3MP). Because on a plain, a scout could move three times as fast as a colonist. But how could we fix this easily? Quote:
Quote:
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#250 | |||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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I think I have already fixed it.
![]() Quote:
![]() (... or mayb not even any other profession on map, than normal colonist. )Quote:
![]() Quote:
![]() Especially since you will get promotions that will let the scout move faster on hills and in forrests. Also the Experienced Scout can move on peaks and gets better results from villages and goody huts. about Balancing of Ships: What do you guys suggest ?
Last edited by raystuttgart; Aug 05, 2012 at 12:47 PM. |
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#251 | |||||
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Yes of course!
![]() Quote:
Great Thanks! Quote:
Oh! So on which plots can you choose the trapper profession? Quote:
Well, could everyone check? When you have a scout with the Explorer I promotion (movement cost -1), you cannot cross a hill with a forest ... Try it! Quote:
![]() Quote:
A New World See previous message. I understand and somehow agree. But I definitively think we have to change something... |
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#252 | ||||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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Thanks.
![]() Quote:
(Trappers are hunting beavers, sea otters and other smaller animals.) Quote:
![]() If you activate Victory Condition "Europe" then you have turn limit again. It is the players choice if he wants to play with or without. Quote:
Ok. Quote:
Maybe we should change the mapscripts to generate a little less Forrests. ![]() But just wait for my new map. (I should have it finished next weekend and you should not have problems there with too much forrests.) Last edited by raystuttgart; Aug 05, 2012 at 01:50 PM. |
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#253 |
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King
Join Date: Feb 2012
Location: Germany
Posts: 612
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Something might be wrong with this improvement (stone mine).
Did someone change something? A few days ago I think this improvement (older svn) worked. I tried to build it for digging stones, but in the city the miner could not carry out this work. Spoiler:
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Modder and Member of the Religion and Revolution Team |
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#254 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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I am going to check the improvements again.
(Quarry should only be possible to build if there is stone on the plot.) Within the last days, there was no change considering improvements. (I would have seen that in revision log.) |
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#255 |
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King
Join Date: Feb 2012
Location: Germany
Posts: 612
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Ah, ok. Currently you can build quarry on every hill/mountain and a few versions before I was able to build and to use (digging stones) the quarry also without stones on the plot...
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Modder and Member of the Religion and Revolution Team |
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#256 |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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I am able to pull stone out of every mountain but i never get it otherwise...
oh and i beat my first game yesterday! One city mode on lowest difficulty but hey, a complete game means the game is possible to complete without crashes or bugs - i had smooth gameplay and my victory came as a result of conquistadors, horse selling to europe and making coffee. My conquistador and horses let me fund the natives with enough horses and gold to survive the europeans - and when i declared independence, the french made a contribution to my forces - that felt good, to have this help. it was menial but it felt like keeping on their good sides was worth it. I stirred up a lot of natives with missions. Being able to talk to chief, stir natives and spread mission on the same turn is a bit much.
__________________
The Modiquette The best post ever. ![]() Proud member of Religion and Revolution! Colonization will never be the same again! Check it out, the time is coming... |
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#257 | ||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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Quote:
So if there is the Yield Stone, you should be able to build a Quarry. (Quarry only increases production.) I will check this evening:
Great. ![]() Quote:
But generally my impression is, that the mod is stable. ![]() (Yes of course, there are still some things that need to be improved ...) Last edited by raystuttgart; Aug 06, 2012 at 05:33 AM. |
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#258 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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Hi guys,
I have fixed 2 small issues: (New revision available in SVN.) 1. Quarry is now only available to build, if there really is Yield Stone. This is the case only on Peaks. Reasons: A) It is correct from a perspective of Authenticity. Stone was so cheap, that people would not dig it ouf of the hills. They broke it from quarries on Peaks / Mountains, were it was accessible much easier. B) It is a matter of gameplay. Mountains simply get a little more interesting / important. C) It is also a matter of usability and looks. We already have so many yields on hills in some cases, that it would simply look bad, if there was even one more. 2. Light Forrest is not available on Desert anymore. Reasons: A) Authenticity. You don't really have a lot of vegetation in deserts. B) It had caused a strange behaviour with Resource Oasis. ------------------- I had also checked: Bonus Ressource Cattle on Forrests. Spoiler:
Bonus Ressource Cattle on Light Forrests. Spoiler:
Last edited by raystuttgart; Aug 06, 2012 at 01:27 PM. |
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#259 | ||||
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Quote:
![]() I think there is still one or two things to check (I've still noticed hill plots with silver bonus with only 1 silver output, although silver bonus gives +2 silver !!!???!!). I'll check and fix it. Great! Quote:
1) Penalty for criminals 2) Forbidding them some profession. 3) Leave it as it is I'd rather give them a penalty, but let's ask everyone... However, if we choose option two, I would rather not do this for every profession. For me it's a question of education. Missionary requires a high level of education, however pioneer and probably soldier would require a low level, and should be open to anyone... So I would rather NOT forbid every profession... Quote:
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Well for me a privateer should be at least one or two points stronger than the strongest trade ship... Last edited by Robert Surcouf; Aug 07, 2012 at 01:18 AM. |
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#260 | ||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,178
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Great.
Quote:
Great. Quote:
![]() (I have the graphics ...) You would be able to acquire that stronger Privateer Type later on (when you have appropriate buildings), which makes sense, since the stronger trade ships are usually also acquired later on. On the other side I think it is not a good idea to not have Privateers that are too strong: 1. European AI could be "weakened" too easily. 2. It is historically correct, that large trade ships like a "Westindiaman" were strong enough to stand against most Privateers. 3. Strong Privateers could also be used to fight against your King in WOI. 4. Having "Piracy" as a challenge with risks is more fun to my opinion. Will it really make the mod better, if we make "Piracy" easier ? ![]() (Isn't it more interesting if there are risks and you simply have to consider better, which ships to attack and which not to attack ?) Summary: I think it is probably better to have Privateers, that are not stronger than every trade ship ... Last edited by raystuttgart; Aug 07, 2012 at 02:15 AM. |
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