There's a BUG option for it![]()
Ah, thank you.

I hope my inattention on that issue doesn't distract from the main bug Grathocke and I were reporting: the negative experience and fluctuating exp in the hover text.
There's a BUG option for it![]()
Started a new game with Patch I:
I can confirm Grathocke's bug report in post 2678: After defeating animals or barbarians, my Warrior receives negative experience points and the hover text experience cycles through different 10-digit values. When I reloaded, I noticed that the 10-digit number only cycled through two values: one value when the mouse cursor was near enough to the unit to activate the hover text but not light up the flag; and the other value when the cursor was "on" the unit (flag lit up).
Will it fix the Trading post to Depeleted Mine problem I got with patch I? I'm using patch H now.The XP error... I found the cause. Lol, I just forgot to include the most updated text files with the patch. A simple XML error.
Anyway, I'll be creating a patch J in a few minutes. It will have the textual fix.
Patch I Report:
You forgot to add Hashishim entry to main MLF file. It broke my save. But I fortunately understood why and fixed it. But wonder why you didn't add his entry to MLF file yet...
EDIT: Yes, Patch I does indeed break save. After I added back Hashishim, my loading went even more further to less than 1/4 way of the loading bar, then there was a long wait, then Runtime error.
Oh well, here on to a new game...
SECOND EDIT: Well, it is save compatible if I removed Icons folder from Projects/Vincentz. So my game continues but without his cool pics. I can wait for them in the next game.
So move along because there is nothing to see here.
Patch I Report:
Possibly is a old bug that hadn't been noticed before. Anyway, I had been conquering other civs' land. Well, there were three unique buildings that did not show up in hover-over for production, defense, espionage. I'm Chinese, and I even noticed that Pavilion don't show up in culture hover-over. These three buildings were dun (wall replacement), earthworks (forge replacement), and congresshouse (courthouse replacement).
Not really a game breaking bug as long as you know these buildings well or learn about them fast. But it would be more convenient if these unique buildings info were to show up in hover-over.
Hi.
I have RoM 2.91 + AND 1.73 patch I (and nothing else), and it crashes to desktop with runtime error everytime I try to start a new game. I use Custom Game, Giant map with some other options. I don't have a log file, none is generated.
I get a horribly looking depleted mine with patch I. I think it was a Trading post before - not sure. Definitely not a mine, and resource depletion is off.
Spoiler :
A New Dawn.log:
Some more things I have noticed. 1.73 patch H.
When selling a building, why not just list the real amount (the 20% amount) of gold that you'll get back for it in the drop down instead of making us do calculate it or wonder why the hell we didn't get the amount listed because we (ok... I ) didn't bother to read the message at the top saying I'd only get 20% back.
Yeah, their UB needs to be scaled back, for sure.I love playing the Hittites. Their UB is the best, in fact it's overpowered. I refuse to even upgrade them to steel mills (except maybe 1 or 2) because its a net loss for me. Logically, why would access to Iron give a 10% food bonus? That should be dropped, keep the regular production bonus though as it's unique feature.
Am playing Diety, ruthlesss AI, raging barbarians, start as minors. I am sure it has been said many times, game is still too easy. AI can't build proper economic assisting building ans just mass spams military units until it chokes on them. AI doesn't value writing enough when Start as minors is enabled. In my game, I am about to enter the medieval era (in 1st century AD) and this only after delaying it on purpose by researching every ancient and classical era tech before going after one that would bump me to the medieval era. I am x4 score compare to my best rival, (whom I just recently vassalized, after steamrolling over his hordes of archers and spearmen with heavy swords) I had to wait for the idiot to finally research writing or I would have done in centuries earlier. I've built every wonder of the ancient and classical age except Sun Tzu's, the Collossus, and Chichen Itza.
Also another odd circumstance, I am on continent A shard w/ 2 AI civs. I have discovered and explored continent B which began w/ 4 AI civs, but spawned 3 more from Barbarians. The only reason I can reach continent B is because I settled a city that had its culture expand out enough to reach the coasts of some islands off Continent B's mainland. So I am the only one that can reach continent B. The AI's on continent B and continent A have no contact with each other. I am the only civ with Alphabet (or was at the time I noticed this) Several of the AI civs on Continent B have developed writing so I can talk to them and have many times, I've never given away contacts. As soon as one of the AI civs on continent AI, develop writing (the one I have been waiting on so I can make them capitulate) the AIs on continent B start demanding that I make peace with this AI. How do they even know of this AI's existence? They can't send explorers over (ocean boundary through my territory), and I've never told them about them.
A last thing I have noticed, is when I jump down to a very high tax rate for incomes of 1000+ the amount that I get back on the next term is FAR less that what was predicted. For example I was poised to have +1459 gold to be added to 255 gold in my treasury after dropping down to 0% science. (I wanted to horde some gold to spend on finishing buildings) Yet on the next turn I got 1200 something instead. Where did 400+ of my gold income disappear to? It wasn't road costs that is for sure, not 400 gold worth... nobody stole from my treasury, no one has spies except me, and I should have gotten a message. Inflation? something else? When I pump my science slider back up to get smaller per turn gold gains It does not appear to go missing anymore.
Patch I Report:
I think we may need to tweak Peace Trade a bit more. Several times, civ A asked me to have peace with civ B. I clicked "Yes" choice. No more repeat AI Peace Trade deals, that is good. But the next turn, I'm still in war with civ B! I wait until another civ A to ask me the same thing for another civ B or same B (not relevant), and I responded in affirmative. Again I'm still in war with civ B.
I have the same problem Robo metioned after applying patch I. My trade market's have been replaced with Depleted mines.
I installed patch I over patch H. I'm getting a "failure to uncompress game data" when trying to load a saved game.
I attached the log file; I'm using a custom civ and a few minor edits to the code (e.g., # of moves for missionaries), so not save-game compatible.
Thanks in advance if you can figure out why my game won't load post-patch I.
Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {Early Buildings} ANM {Historical Wonders} {Better RoM} {Modern Corporations} {Improved Artwork} {Civic Diplomacy}
Maybe it's something to do with modded AND installs? Mine isn't modded and my save (from patch G) loads fine.
Others have mentioned this, but now everyone hates me because "You have proven to be committed to peace" gives a negative modifier.
When an AI asks you to go to war, it gives you that modifier with the targeted AI for refusing to go to war. It's supposed to be positive tho, not negative.
Started a new game with Patch I:
I can confirm Grathocke's bug report in post 2678: After defeating animals or barbarians, my Warrior receives negative experience points and the hover text experience cycles through different 10-digit values. When I reloaded, I noticed that the 10-digit number only cycled through two values: one value when the mouse cursor was near enough to the unit to activate the hover text but not light up the flag; and the other value when the cursor was "on" the unit (flag lit up).
This is a fresh install with no other mods. Since Grathocke already posted his file and logs, do you need mine too?
The only other thing I've noticed is that Landmarks do not get discovered if they are in visible range of a unit when the map is first generated. (I can see the landmark name by hovering over the tile, but the blue sign is not generated and founding a city nearby does not adopt the name.)
BTW, founding cities no longer takes names from the nearby landmark; an excellent change I think. I like the traditional names for cities.
I'm stuck in this screen how do I get out of it? It won't let me choose what I want to build in my capitol city and it is setting me back pretty badly!
Ah, thank you.Didn't realize that was among the changes. The "naming cities" option was concelaed at the bottom of the screen because my BUG window was one line too small and I needed to scroll down.
question i'm using aaranda's religions and need to know if i can install the patch as is or wait and and do a clean install, like i've had to do with each other iteration of AND because of that modmod?
Confirmed -- seeing the same XP error with all my units. Same specs as previously posted (less the Icons which was preventing the game for loading for me)
Will it fix the Trading post to Depeleted Mine problem I got with patch I? I'm using patch H now.
I loaded a save (Viggo_986-BC_May-28-2010_23-17-23) with patch H, played one turn and saved it. Logs and final save enclosed.Probably Not. Can I have your save from before Patch I, with logs?
Others have mentioned this, but now everyone hates me because "You have proven to be committed to peace" gives a negative modifier.
Edit: Bug or "feature"? When a unit with much XP is upgraded, it retains its level but loses most of the XP. Example: I created a heavy swordsman and gave him 111 XP. Exited worldbuilder, upgraded to infantry, now he has 25 XP.