-I got a forest plot up to 110 strength, and over 20+ turns it didn't spread to neighbouring plains (improved or not) or diffuse its strength to neighbouring forests. Sorry if I'm being a dunce misunderstanding terrain strength, but I really did look around the manual.
The chance of spread should have been 120 / (300 x 0.67) = 0.6 per turn (0.67 is gamespeed adjustment). However, there was a coding error causing it to try and fail to spread to the 4 non-valid plots. Fixed in v6.
-I built a Timberyard in a city and bought tiles until I had 9 unimproved forests/jungles there (Pantheist). I still didn't get a third Timber.
Contrary to the manual and help text, you get 1 timber per 8 unimproved forest or jungle (double that with Forestry tech). So that plus one for having timber yard gives you 2. This is now fixed in manual and v6 help text for Timberyard.
The UI is showing what should happen. It doesn't happen every turn, but it does happen pretty much every game.
And here is a before and after save.
OK, I've tracked this down now. The actual probability was using a difficulty handicap adjustment, but the UI wasn't. And even worse, the handicap was backward. So you saw this more often for playing on the easiest setting. Anyway, I've removed handicap adjustments for this in v6 so it is a flat 5 for everyone (and UI and actual effect will agree).
Hello, back at testing Ea
The more the better! Please indicate version number and hotfix with each post in this thread (or "started with hotfix a, continued with c" if that's the case).
- CTD on first playthrough when accepting turning my barbarian civ into Neith. Do you need logs or anything?
Load up an autosave and see if it is repeatable. If so, post the Lua.log and Minidmp files (see OP for where to find). If not, then it is unlikely that we can solve unless some pattern begins to emerge.
- could not write the Tome of Equus with a horse pasture and the Sage (not even with unimproved horse).
- could write the Tome of Form with an unimproved stone resource.
- could write the Tome of Leviathan with an unimproved whale res (Harpoon research unlocked this).
Wow. Online manual has ÉaII text for Tomes. All of these have simple tech reqs. I'm updating Manual text now so it should be correct soon. [Edit: and fixing all help texts in game ... some tech lists and effects were outdated]
- a city states mission did not complete when I spawned a Wizard, as requested (actually spawned 2 ^^)
There are definitely problems with CS (and god) quests until we do some serious dll work on these. But I haven't seen this particular problem before (I've seen it work for some rather strange ones like Necromancer). I won't try to debug this now because the whole system will get an overhaul on dll side.
- Paladin's "take residence" action was supposed to grant 5xp to all landed units, however I did not get the bonus (tried with Horse Archers)
Only for new units - is that what you mean? Actually, Warriors (and subclasses including Paladin) are getting boosted in v6 - they will get production boost for military units plus a bit of xp that increases with each turn of build. So whatever problems in v5 will be overwritten by new v6 code.
- no happiness bonus from garrisoned unit with the military policy. (this was initially in EaII too)
And my answer is same as in ÉaII. This is a base game mechanism that works on "local happiness". You can only counteract local unhappiness with local happiness. And in Éa you there is no "per city" unhappiness (population is likely the only effect you have, ...although occupation and other things can contribute). So its easier to max out local happiness - which I'm pretty sure is what you're doing. (Post save if you think I am missing something...)
- Epics can be written by Artists without turning Bard and without the Policy (Barding) required.
There are no Bards and that policy is at the moment blank. I'll make sure that something happens in v6 (if nothing else, I'll make it prereq for several of the Epics).