1.20 released!

Another couple of minor interface wobbles:

After exiting to the main menu instead of quitting, then starting a new game, the message "WidgetTypes.WIDGET_HELP_GREAT_PERSON_BAR already exists" popped up.

During the turn of anarchy while adopting my state religion, the :food: counter left of the growth bar in my capital was replaced by a duplicate of the city banner. My second city was unaffected.
 

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avoid growth in cities doesnt work, one of my cities grew up 2 times with turned on
 
It works... except when you have the Pyramids and are training a Worker. I think that's already been fixed for the next version, though.
 
Losing the potential for double movement in hills could be painful for their scouting ability, though. It might be better to simply adjust the terrain promotions to give equal attack/defense boni at each level. Perhaps +15% each for I & II and +20% for III?

The problem is with the hills attack setting. If higher than 0, the promotion becomes invalid for units that can only defend. So spreading the hills attack bonus around will just make the problem worse. Other terrain types aren't affected by this problem, just hills. Not sure how to best resolve this.

After exiting to the main menu instead of quitting, then starting a new game, the message "WidgetTypes.WIDGET_HELP_GREAT_PERSON_BAR already exists" popped up.

Discovered and fixed this one for 1.21 already.

During the turn of anarchy while adopting my state religion, the :food: counter left of the growth bar in my capital was replaced by a duplicate of the city banner. My second city was unaffected.

I've seen that too, not sure why it happens exactly. On my list of things to fix. It's just a display issue, won't mess up your city in any way.

avoid growth in cities doesnt work, one of my cities grew up 2 times with turned on

It works... except when you have the Pyramids and are training a Worker. I think that's already been fixed for the next version, though.

Nightstar is correct. It's a Pyramids bug and it's fixed for 1.21.
 
I have repeating error text warning : Error in BeginPlayerTurn event handler, can provide a screenshot and BUG`s unit naming (upgrade name is checked/greyed) but units are keeping their old names (spearmen etc). Both issues minor, i hope you can fix that Man of War ;)
 
I have repeating error text warning : Error in BeginPlayerTurn event handler, can provide a screenshot

This is most probably related to Dynamic City Naming. I've extensively rewritten that code for 1.21 so hopefully that will be the last of this irritating error.

and BUG`s unit naming (upgrade name is checked/greyed) but units are keeping their old names (spearmen etc).

Hmm. I'm not very familiar with that component of BUG. I'll make a note to investigate, but it will probably have to wait till after 1.21/

i hope you can fix that Man of War ;)

Well I am now able to replicate the problem on Windows 7 (via virtualization software on my Mac). This implies it is a Mac vs Windows issue rather than one of different graphics cards. So that's an important first step; nothing worse than trying to solve a problem where you have no idea whether the things you are trying are working or not.
 
Not sure if this is a bug, but playing as Mangammal today wasn't offered religion with first Great Prophet in spite of base civics and plenty (some 15 or so) slots available. I seem to have lost the 1.20 list with the "find religion" modifiers? My previous game/s there haven't been issues.
 
There is not 100% chance you will get religion. I do save turn before getting great prophet xD Also with less religions option chance is decreased
 
Not sure if this is a bug, but playing as Mangammal today wasn't offered religion with first Great Prophet in spite of base civics and plenty (some 15 or so) slots available. I seem to have lost the 1.20 list with the "find religion" modifiers? My previous game/s there haven't been issues.

There is not 100% chance you will get religion. I do save turn before getting great prophet xD Also with less religions option chance is decreased

The base rate for founding a religion is 50%. This is increased by 50% if you're running the Paganism civic. Every religion already present in the city reduces the chance by 10%. If one of those is your state religion the chance is reduced by a further 20%, and by another 30% if it's a holy city. Other than these situations, the number of religions founded in game so far does not affect the chance you'll found a religion unless the maximum number has been reached (in which case you chance is always 0).

Note that the city in question is the one that generated the Great Prophet, not necessarily the same as the one where the religion is founded. This is something I'm not happy about, should be one and the same each time.

I've had a few reports that a religion hasn't been founded despite there being no religions in game at all yet, let alone in the city. In all of these the player was running Paganism so there's clearly a bug in my code somewhere. I haven't investigated yet, as there's a good chance I'll be changing the system completely for 1.21.
 
The base rate for founding a religion is 50%. This is increased by 50% if you're running the Paganism civic. Every religion already present in the city reduces the chance by 10%. If one of those is your state religion the chance is reduced by a further 20%, and by another 30% if it's a holy city. Other than these situations, the number of religions founded in game so far does not affect the chance you'll found a religion unless the maximum number has been reached (in which case you chance is always 0).

Note that the city in question is the one that generated the Great Prophet, not necessarily the same as the one where the religion is founded. This is something I'm not happy about, should be one and the same each time.

I've had a few reports that a religion hasn't been founded despite there being no religions in game at all yet, let alone in the city. In all of these the player was running Paganism so there's clearly a bug in my code somewhere. I haven't investigated yet, as there's a good chance I'll be changing the system completely for 1.21.

So shouldn't paganism mean you automatically found a religion if you have a city without a religion, or is the 50% increase a modifier of the base rate?
 
So shouldn't paganism mean you automatically found a religion if you have a city without a religion, or is the 50% increase a modifier of the base rate?

It's additive, so you're meant to have a 100% chance to found a new religion in a city that has no religions in it if you're a Pagan civ with no state religion. If that's not happening, it's a bug.
 
Well, there is one code which sets the holy city where you want which I used for true prophets
 
It's additive, so you're meant to have a 100% chance to found a new religion in a city that has no religions in it if you're a Pagan civ with no state religion. If that's not happening, it's a bug.

I may have been in Monarchy... that will learn me for being cavalier with the saves! Let's assume that was the case? I've only had time for about six starts before this one, and all great prophets founded a religion. I do like this system, and can live without a religion if I have precluded it with my civics.
 
There is not 100% chance to get religion in paganism thats for sure... Hunt this little bug down (in the future it`s not that important) and torture before killing xD But i like getting religions trough great prophet, it`s superior to getting them with technology.

This warning(each turn) is problem with multiplayer for me and girlfriend :
Spoiler :
mp.JPG


EDIT I do apologize it was because of editing map in wb and exchanging starting positions on map
 
This warning(each turn) is problem with multiplayer for me and girlfriend :
Spoiler :
mp.JPG

Do you both have the 1.20 bugfix patch installed? It should fix that error, but if it doesn't, let me know. It's harmless, just spammy.

More missing/broken diplomacy text.

Thanks. Diplomacy text is so easy to stuff up, also found a few more lines that were broken in a similar way.
 
A minor annoyance with the interface improvements included with the GPP test patch: If you double click on a city in the center left part of the screen (New York in the screenshot), it registers the second click as a *single* click on one of the buildings *in* the city, and takes you to the Civilopedia entry for that building.
 

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Minor thing but siege ram is allways shining like it`s about to take a promotion. No promotion on build from barracks though (guess that`s intended)
 
Hi I'm new to this mod , I'm downloading it now but I have a question: If I settle on a resource it will be like I havent built anything or it will be like the proper improvement has been built ?
 
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