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#421 |
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King
Join Date: Feb 2002
Location: UK
Posts: 874
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OK - this is not a bug. but you do not have a suggestions thread. Sorry.
The fighter and bomber can reduce a land unit to 50%. The Strike Fighter can kill it (reduce it to 0%) IMHO this is to powerfull, particullarly as it has 2 move points. I would suggest the later fighter/bombers only reduce land units to say between 25% to 10% not 0%. And Sea units to 5%. Just a thought. But as it is now, it seems too overpowering and therefore not balanced - IMO. |
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#422 |
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dot matrix cavalry
Join Date: Nov 2006
Posts: 192
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out-of-game civilopedia crash
I've just installed TR2 Gold. It looks so cool.
To see what's changed in this mod I opened civilopedia right away and found some problems.- In unit upgrades pane, whenever I scroll down a bit the game crashes. Attached are the captured dialog box showing brief debug info and more detailed debug info file(XML format, seemingly dumped by OS). - In a civilization page, whenever I scroll down the UU's list the game crashes. Seems exactly the same kind of error. - In 'Units' page, I can view (lexicographically) the first 5~10 units, say usually up to African Infantry. No other unit info is available even through hyperlink from another page. How many units are shown varies a little for some reason. I have enough memory and hdd space to play TR2 Gold. I have edited several XML files a bit(due to broken XML tag problem often found in non-Latin-character OS), that should be irrelevant to the above errors I guess. Just FYI. Fortunately, these problems never appear in the in-game civilopedia. I'm about to play my first TR2G game. Although not serious, hope this could help find any potential bug.
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#423 | |
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dot matrix cavalry
Join Date: Nov 2006
Posts: 192
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Quote:
http://forums.civfanatics.com/showthread.php?t=217422 |
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#424 |
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Chieftain
Join Date: Feb 2007
Location: Kingdom of England
Posts: 9
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Everytime I start a new game- it instantly says I'm defeated!!
I can't play it!! the mod looks good though, please help me!!
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#425 |
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RI Court Painter
Join Date: Nov 2003
Location: Moscow, Russia
Posts: 2,564
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Do NOT install mercenary component. We can't stress this enough.
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Proud member of Realism Invictus mod team! |
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#426 |
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Chieftain
Join Date: Feb 2007
Location: Kingdom of England
Posts: 9
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thanks, now I can play your mod!
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#427 |
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Chieftain
Join Date: May 2007
Posts: 11
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Sharpshooter doctrin
I have the sharpshooter doctrin. When I upgrade the longbowmen to musceteer, they cannot further improve their sharpshooting.
Is this intentional or a bug? |
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#428 |
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RI Court Painter
Join Date: Nov 2003
Location: Moscow, Russia
Posts: 2,564
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Intentional. This doctrine works only for archery units (that's also why it is never set to get "obsolete" - archery units will get obsolete instead of it).
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Proud member of Realism Invictus mod team! |
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#429 |
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Lackey
Join Date: Jun 2003
Location: Texas
Posts: 663
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How come sometimes I don't get the option to burn a captured city? Sometimes the cities don't burn until the next turn.
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What if the hokey pokey really is what it's all about? |
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#430 |
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RI Court Painter
Join Date: Nov 2003
Location: Moscow, Russia
Posts: 2,564
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That's the new city raze system, it doesn't always work as supposed. It will be fixed/removed in the next version.
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Proud member of Realism Invictus mod team! |
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#431 | |
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Shiggadelic Baby! :)
Join Date: Mar 2005
Location: [GER]
Posts: 431
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Hi,
I am currently playing TR and it's a lot of fun. However, I experienced a problem two games in a row (VANILLA Edition). In late game stages w/ huge maps and 8 AI, the game gets increasingly slow (I know that's a prob of cIV), and then suddenly the game crashes to desktop without displaying any messages. Just like somebody closed the game. ThemeParseLog gives me the following: Quote:
AMD AthlonXP 3200+ 1GB Ram ATI Radeon 9600 128MB Win XP SP2 Any help greatly appreciated!
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'nuff said! Last edited by Shigga; Jun 01, 2007 at 05:38 AM. |
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#432 |
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Lighthorseman
Join Date: May 2006
Location: Perth, Western Australia
Posts: 595
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The MAF errors that Civ has have never been admitted to, despite the fact that MrGenie, TAFirehawke and the other guys over at ViSa have done a LOT of work on it to the point of actual proving it to Firaxis (not that they were interested). In fact, they've potentially found a fix. I'd actually suggest Houmie or Mexico have a bit of a word to one of the ViSa devs to see if their MAF work can be integrated into TR (Although from what I've seen the MAF workarounds are less effective when it comes to Multiplayer)...
__________________
OT is analagous to wider society - An exchange of ideas well intentioned and otherwise pleasant but for the existence of a hardcore of persistently belligerent retards who insist on ruining it for everyone else.
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#433 |
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HoF Quattromaster
Join Date: Sep 2004
Location: Vicenza, Italy
Posts: 5,435
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I wrote a report in #220, but no answer at all.
In the meantime i played another game, with the huge earth map, a monarch 1124 AD Conquest victory while researching FT2. I'm conviced Vaccination doesn't work, i build it, no errors in loading saves and so on, but i haven't seen benefits. I decided to raze 2 cities, they took the "!R!", but never razed, so i continued to build structures (not so important, i had some 100 cities). I had various errors, but i managed to recover from the autosaves or the saves: i noticed that after long time i play the errors can happen often. Also in this game i managed to play deleting 5 civs, changing the start position for 2 and (to be honest) slightly improving Egypt start position.
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Memento Audere Semper (Gabriele d'Annunzio) - Audaces Fortuna Iuvat (Virgilio) Team Fifth Element since SGotM02 |
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#434 |
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Prince
Join Date: Aug 2006
Posts: 311
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UN resolutions are not updated to actual civics
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http://forums.civfanatics.com/showpo...&postcount=186 I would not say that better! |
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#435 |
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HoF Quattromaster
Join Date: Sep 2004
Location: Vicenza, Italy
Posts: 5,435
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Hey Guys (the TR team, i mean)
i made 2 posts about possible bugs in your wonderful mod, i'm so catched by it i can hardly go back to "normal" CiV or Warlords, and not a rag of an answer? not fair "i expect better from you". Anyway, keep up the good work, but try to make it playable in non-monster machines.
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Memento Audere Semper (Gabriele d'Annunzio) - Audaces Fortuna Iuvat (Virgilio) Team Fifth Element since SGotM02 |
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#436 | |
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RI Court Painter
Join Date: Nov 2003
Location: Moscow, Russia
Posts: 2,564
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Quote:
).
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Proud member of Realism Invictus mod team! |
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#437 |
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Warlord
Join Date: Jul 2006
Posts: 249
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i get the civlopedia fault alot
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#438 |
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Hit in the head too much
Join Date: Apr 2006
Location: Kraków, Poland (southern Poland)
Posts: 1,181
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what language version are you using ?
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#439 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Workers can cultivate a new forest in a tile that already contains a forest which has strange consequences.
When multiple workers are cultivating a forest in the same tile (which doesn't contain a forest yet), then only one stops cultivating the forest once the job is done. The others continue unless you order them manually not to. So if you're not watching your workers, then they'll finish cultivating another forest on that tile and each time they finish a forest on that tile only one of them becomes available. I have not tested what happens when you really finish cultivating a forest in a tile which already contains a forest. Does it create a double forest? Can you chop one of them without losing the forest on the tile? Or is it just completely useless. I guess that it will be useless. Last edited by Roland Johansen; Jun 11, 2007 at 03:58 AM. |
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#440 | |
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TR senior programmer
Join Date: Dec 2005
Location: Slovakia, Kosice
Posts: 578
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Quote:
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Team meber (developer): Total Realism mod Please, visit also our new forum Author: Unique Great person (Ethnicaly diversed) |
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