Caveat: As I didn't want to abandon my ver4.12 game, I am still posting bugs that I found there - if you have fixed them already then disregard my post.
The problem: The Sit-Rep screen (military advisor) shows nothing anymore. Did the BUG-team change anything there? But even if they made it dependent on intel I should be able to see something as I have gathered quite a lot of spy points on several AI civs already.
Spoiler :
Okay, that means the offset in the maininterface is wrong.Btw, the problem with the smiley icons on the right of the main screen affects all smileys. They are all one level down (cautious smiley for pleased, annoyed
smiley for cautious ...)
Oh and thanks for thinking about adjusting the damage done by jungle etc. In my current game several units of the AI just disppeared after a few turns of waiting in the jungle (I don't know why they kept waiting there).
Okay, I will have a look at the bugs. and your save. That's what I can tell you at the moment.
1) The contact problem is new and I got no idea at the moment what happend.
2) That may be caused by your changes. What kind of changes have you done to the game speeds? Your bug sounds very similar to an old bug in CCV that was caused by a missing modification of CIV4CultureLevelInfo.xml.
3) If this city as got enough food, is healthy and the people are happy it is really no bug. But perhaps I should trigger the migration again.
4) The enable and disable problem is known. And it hits all options as it seems. But I don't know the reason until now. I'll ask the RevDCM for help if I can't solve the problem myself.
*) I dislike maximum limits very much. I removed them where ever possible. There's always a better way to do it. Same here. I will change the way damage is done now. So you may like it in the future.
At the moment XY percent with reference to the full strength are taken per turn. I'll change it to XY percent of the current strength. Better?
: What's wrong with the other longer game speeds? Why don't you play Marathon, MarathonXL or MarathonXXL?
Thomas SG, I think there is a little typo in the hover text for catapults. It says cats can reduce city defenses by 8, but when I actually bombard city defenses with them than they go down by only 4.
Btw, would it be possible to add the possibility for culverins etc. to bombard(! I don't mean "fight" as in BTS) units, not only city defenses?
Perhaps you could also add a section in your feature thread about the smaller changes you did, such as that siege weapons cannot be used to fight/weaken units anymore.
Moreover, I noticed that windmills are very powerful (at least in mid-game) compared to mines. I am just before Liberalism (just to give you an idea of which era I am talking about) and I noticed that I am much better off when I build a windmill on a hill instead of a mine. While a mine gives only 3 hammers, the windmill will not only give 3 hammers too, but also 1 additional bread and 1 or 2 beakers. Perhaps you could tune down windmills in the middle of the game to give only 2 hammers instead of 3 while keeping the other stuff?
Sorry, my bad. So, don't bother.You are playing without firststrike attack? If not they can hit and weaken enemies with that attack. That's the idea. But I will think about changes, too.
Ah, okay. Thanks for clarifying that. I will remember it for my strategy in my current game.That was intentional! It took a lot of time to create that system. Windwills and watermills come later than mines. So they must be better than mines or they won't be build. And mines will become better in time while mills will not. So it may be a waste of work to replace them. And windmill and watermill should/must be equal. And I want those mills to disappear in later eras.
Btw, do catas have first strike attacks, too?
Regarding the CTD i was talking about: (Am i the only one who has it so far )
I experimented a bit and found out that the crash can be delayed by changing the total number of turns.* (CIV4GameSpeedInfo.xml -> GameTurnInfos)
My next thought was that the crash occurs when the dynamic difficulty is triggered, but even after disabling it in the BUG menu the crash occured.
I hope i'm not an annoyance and that this information may help you finding the issue.
* My uploaded savegame can be seen as useless as i have a custom game speed with a different number of total turns.
CCV_DYNAMIC_DIFFICULTY_LEVEL = True
If you open up your 'Beyond the Sword\Mods\Community Civ V\UserSettings' folder, then the RevDCM.ini, you'll find a line at the very bottom that says:
Code:CCV_DYNAMIC_DIFFICULTY_LEVEL = True
Just change the 'true' to 'false'