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Wow, I'm happy to see this great news...I promised to help the Civ IV mod making the wonder videos, but I failed for my lack of freetime T_T But now that I've got more of that, I would like to help with the artwork for the Civ 4 or 5 version...Maybe trying to complete the wonder movies for the 4...Let me know if I could be of some use ^_^(Ps: I'm good at drawing, so I could replace the wonder movies with still images with music, or maybe use drawings for the Civ5 version...)

Actually it's even better if you would like to work on Civ5 wonder "movies" - because in civ5 the movies are actually still images.

Anyway I'll let you know my progress. Now I've finished all the civs with traits, all the city states, and begun to set the units.:goodjob:
 
I think it is great you are looking at porting this mod to Civ V. It is very enjoyable. The one recommendation I would make would be trimming the tech tree. There seem to be an awful lot of techs that serve mainly as prereqs for following techs or have marginal benefits. For example, in Three Kingdoms the tech Liquor Control has the primary function of allowing the creation of winery and serves as a prereq for more valuable techs. In vanilla, construction of a winery comes w/ Hereditary Rule, a tech which grants a strong civic option and as such is a much more valuable tech.

Maniac did a pretty good guide to how to build a tech tree that might make for good reading. http://forums.civfanatics.com/showthread.php?t=270402

You may also want to look at unit cost balancing. In Three Kingdoms currently, all military units are made obsolete by stronger, but more expensive, units as the game progresses. This can create a problem for the player who may experience a long build time for a defender unit in a city w/ weak industrial capabilities.

Of course, this is all based on the Civ IV version of HoTK; I don’t know anything about Civ V so I can’t speak for how it will balance out in that one.
 
Hi BvBPL:
Thank you for your opinion. In general, I want to make a tech tree about the same length as the core game, so in Civ4 the tech tree is very long. But CiV is a bit different - many techs are relocated to the new concept "social policy".

The tech tree I made these days is shorter than its counterpart in Civ4, but still, some techs will be less important I guess. Anyway I don't worry about it this time, because I expect more concepts to be added in the expansions of CiV (such as guild/religion/espionage/health etc.). At that time those techs could be give more important functions.

As to the unit cost balancing issue: CiV uses a completely different combat system, so I'll try to rebalance it accordingly and see the feedbacks of your guys:)
 
xxhe, I'm glad that I could be of some help ^_^ May I ask you if you can PM a list of the wonders that you want to put in the mod, so I could start making the "movies"...And I was thinking, if there are too much wonders, I should go internet hunt, because I don't think I can make like 30-40 drawings in a short time XD I was thinking to use a combination of ROTK games pictures and drawings to ease the burden...or trying to have the painted effect as CiV (but I'm not good at that). Let me know what you think...
 
xxhe, I'm glad that I could be of some help ^_^ May I ask you if you can PM a list of the wonders that you want to put in the mod, so I could start making the "movies"...And I was thinking, if there are too much wonders, I should go internet hunt, because I don't think I can make like 30-40 drawings in a short time XD I was thinking to use a combination of ROTK games pictures and drawings to ease the burden...or trying to have the painted effect as CiV (but I'm not good at that). Let me know what you think...

Sure! I'm glad to hear it:goodjob:. I'll work out a list in recent days and send it to you:crazyeye:. I don't mind the sources of images, but it's better to make them in a similar style - however, I'm also fine if they are in different styles.
 
Hi BvBPL:
Thank you for your opinion. In general, I want to make a tech tree about the same length as the core game, so in Civ4 the tech tree is very long. But CiV is a bit different - many techs are relocated to the new concept "social policy".

That’s a fair design consideration, I but Civ’s tech tree spans several thousand years whereas the Three Kingdoms lasted, what, less than 100 years. Where Civ fits in stone-age archers and helicopter gunships in the tech tree, HotTK has stretch out the limited technology of the era across the same length. This makes the HotTK tech tree seem long, sparse, and repetitive.

If you don’t want to edit down the tech tree, I would encourage you to include more diverse things in the tech tree. As it stands, the final swordsman isn’t necessarily greatly different from the first swordsman except in terms of strength. That’s a pretty boring difference. Creating units w/ more interesting abilities would be nice to throw in some variety.

Also, I might recommend that cavalry costs be cut down and that pure-breed horses give a strength bonus or a bonus promo of some sort, rather than reduce the cost of the cavalry. As they currently stand, the production cost of producing cavalry for anyone that doesn’t have pure bred horse onerous.

Finally, in HotTK, many cities to the west of the map are on the large fresh-water “lake” rivers. This prohibits them from constructing ships even though those ships are useful in that area. I recommend you consider adjusting the game to allow cities adjacent to lakes to build boats.
 
I'd like to report a couple bugs, please.

I've found these playing the latest version (Patch E, music included) hotseat multiplayer. All of the bugs I have found were on the 51_51 map, 196 AD start, with 'No Hero Death from Combat' enabled.

- A bug where the info page on the hero adviser would be blank, regardless of the fact that you were in contact with other civilizations possessing heroes, and even if you possessed heroes. If you exited the hero adviser without first switching to the 'recruitment' or 'prisoner' pages, none of the three would be possible to access without quitting and restarting Civilization.

- A bug where the game crashes any time an Army's 'guardian unit' is killed on another player's turn.

- A bug where if a non-leader hero becomes the leader of a civilization and receives the 'War God' randomly generated trait, he cannot train DanYang Armies.

Also, I assume it is not a bug that Heroes are impossible to give or lend to other players.
 
Hi! Another very nice mod, so I'll have some of my experiences listed:

Bugs and typos:
- Revival typo as "rivival" in several places (civics screen; advisor building)
- Some wonders have their name in full capital letters
- for some civics it says: "military units produced with food", while actually it should be "military units produced with hammers plus surplus food" or something to that meaning
- graphics for cottages, towns etc are floating above ground (seen from their shadow) (have screenshot if needed)
- typo in text of Assault promo: "Enemies on the defeated unit s plot incur 1 "C 10% Morale penalty"
- typo in civics, legalism: +10% (hammer icon) % (that is, an extra % after the hammer)
 
Cont'd.
I've noted there's no manual for this mod (or hidden very very deep), and the civilopedia is lacking in this manner, while there's a lot of stuff about the RoTK history. Now I really enjoy reading about those warlords, however, to do that there's wikipedia - in civilopedia I'd like to read about what those letters and numbers mean in the heroes screen etc. Also, the concepts page in the pedia is in alphabetical order, which is not really good for a beginner's guide.
I'd like to help in creating a proper manual, but I still don't understand many things.

Suggested additions to pedia:
- Info about not being able to build Settlers in scenarios with predefined cities.
- Info about bonuses of Nomad Camp on different resources and on probability of spawning.
- Info on creating Warrior Camp from merging two Nomad Camp.
- More info on what different hero stats mean (Leadership, Might, Loyalty, Combat Levels)

More bugs:
- Some wonders produce "Renowned Scholar" . But there is no such normal specialist. When I want to settle this great person in the city, it would become great Philosopher. Even worse, the Philosopher produces 2hammers and 5gold! (Vs according pedia the scholar should produce commerce). Normal Philosophers also produce hammers. Craftsman, on the other hand, produce research (and academy). I think it's really mixed up.
- In the military advisor screen, at first (or after I use it again), no units are displayed. I have to change one of the categories to see anything. Then I exit and back, again no units displayed. Some refreshing error.


Questions:
- Liu Zhang's unique spearmen list as bonus vs mounted units. Prof.Spearmen, however, have a listed bonus vs only 4 types of cavalry (not including some unique horse units and non-horse units). Is it on purpose? Or does the pro spearmen also work against all mounted?
- When I view the hero info screen, I see a few heroes from other factions (even if I have no espionage against them). Why is it?
- In combat, sometimes I see this text: "The enemy's attacks were guarded by our solid defense sometimes!" (I am attacking, not defending!)

Suggested features:

- There could be an option to stop Nomad Camps from spawning when I already have dozens of them.

- Liu Zhang's UU (spearmen) don't seem very useful - they are available early in the game, but there are not many mounted units early on; by the time there are more (and by the time I got to attacking civs with horses) I already researched the professional spearmen which replaced the UU.
Also, it's a civ with archery promotions feats, so maybe a special archery unit? Or a unit with hill promos?

- When creating random heroes, if I select siege combat level, it seems to always spawn with the same promos as mounted and naval heroes (maybe because they also get some mounted level?) : assault and flying wedge. Now Flying wedge (remaining movement added as bonus) is not really a useful promo for siege units (I guess if a unit has one movement, it is used up in the attack and doesn't count, does it?). Assault might also not be the best (as it only increases the chance of the catapult dying, attacking the strongest defender).

- In the hero info screen, there should be more info on hero: might, loyalty, leadership. These can be seen on a prisoner, or in a historical hero in pedia, but not in the hero info screen.
 
i have an annoying problem: when ever i load a scenario the interface won't show up!!!!! :(
i have the latest version and the latest patch

please tell me im desprate!!!!!!
 
So when I use the uh.. siege thingy promotion (the one that lets you fire ranged attacks) sometimes it read that I inflict negative percent damage to an enemy. I can't tell if this is just a tool tip error, or if I'm acting healing the target, since there is always some collateral damage (and I think it only happens when I bombard with a group).

However I suspect that it is healing the targets, because the sieges were getting me nowhere.

Additionally, I don't know if this is intentional or not, but the class training skills no longer stack with each other. That is to say that the difference between D rank and C rank is 5% not 15%
 
I keep getting the bug when the hero manager screen just keeps dying on me. Has anyone ever tried to fix that or found a solution?
 
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