I made a little "modmod" for my personal use, which makes some fixes and changes to this mod. It delayed my own mod a little, but it's not wasted time - I learned how to set up some economical parameters of the game to achieve the results I want, and I'm testing some features that will be used in my mod, mainly the happiness system. In the process I found some bugs and things that need improvement in this mod, which I will list here:
1. You should resequence the table IDs, as described in
this thread. Actually I haven't found any problems caused by not doing this, but I think it should be done just in case. (In case of Technologies I ordered them by ID, not by GridX as suggested there.)
2. There are some content left in the non-ID tables, in this case it really causes problems. This content should be removable by the DeleteMissingReferences XML tag, but I never really used it, so if someone knows how to do it, please post about it here. I just deleted "manually" the content that causes problems:
a) In the Belief_BuildingClassFaithPurchase table, there are non-existing beliefs and non-existing buildings referenced, which can cause a crash after an AI founds a religion. I used the following SQL code:
Code:
DELETE FROM Belief_BuildingClassFaithPurchase
WHERE BuildingClassType NOT IN
('BUILDINGCLASS_CATHEDRAL', 'BUILDINGCLASS_MOSQUE', 'BUILDINGCLASS_PAGODA');
b) The link between Ballistics and Radar techs causes the civilopedia code when viewing the Ballistics tech to fail, so you need to remove it:
Code:
DELETE FROM Technology_PrereqTechs
WHERE TechType = 'TECH_RADAR' AND PrereqTech = 'TECH_BALLISTICS';
3. You should really
check the logs, in database.log you will find some errors, as well as in lua.log. Also, running the game together with the FireTuner will reveal additional Lua errors related to the code responsible for the UAs of some civs.
4. Many new units in the game don't have strategic view icons
5. Some of the "masqueraded" strategic resources don't have appropriate base yields and yields from improvements and buildings:
a) Limestone should have extra production from Quarry (and also it should work with Stone Works and Mausoleum)
b) Dyes should give gold instead of production, and extra gold from Plantation/Dye Workboat
c) Pigs should give food, and extra food from Camp, perhaps also +1 production from Stable, like Horses, Cattle and Sheep
6. Other minor issues:
a) Throne Room still gives the Morale promotion to units, which is not mentioned in the description
b) Tower of Babel doesn't give bonuses to Writers and Musicians
c) Great granary should be called "Great Granary"
d) Fresh Water Farms get a food bonus from the Civil Service tech
twice. I changed it so it gives +1 at Irrigation and +1 at Civil Service.
e) The Eureka! policy gives 1 free tech, but the description says it gives 2
f) The Sculpture policy doesn't seem to have any effect (it should give +1 culture from Pottery Shop)
g) The leader subtitle text key for Adminus is missing
h) Cantiaci should start along ocean
i) The tooltips for eras (in game setup) still refer to the unmodded era names
j) Some pictures of city state leaders have bad aspect ratio
k) The tech requirement is not checked when purchasing buildings for faith, so the Monastery doesn't really require Theology - you just need a religion to be able to purchase it.
l) Some of the reformation beliefs are useless because they refer to things that don't exist in this mod
m) I think the city strength is too high, I reduced it somewhat and now the AI is able to capture them more often
n) Some UU names that include the civ adjective cause this adjective to be displayed twice in unit tooltips - for example "Punt Punt Warrior" or "Hurrian Hurrian Archer"
o) Furniture Maker gives +3 happiness - isn't it too much?
p) You get a Qanat for free instead of Aqueduct for finishing the Health policy tree. I checked the DLL source code and it checks the ratio of food kept to cost and gives you the building that has the best ratio, even if it's a UB. I changed the food kept for Qanat to 25, and now I get the Aqueduct (Qanat is still a good UB due to other bonuses it gives). But it can be disadvantageous when you play as the civ that has the Qanat UB and you get Aqueducts...
q) One belief and two UBs (Mint replacements) refer to RESOURCE_COPPER instead of RESOURCE_ALUMINUM
r) You don't get production for removing forest when building some improvements, like Plantation
s) There are two technologies that enable open borders - Diplomacy and Civil Service. I think one is enough (I removed it from Civil Service).
7. Suggestion - perhaps you can consider adding more recon units as upgrades to Scouts...
Also there are some minor inaccuracies in the descriptions, I will post them later if you're interested.