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AdvCiv Issues

Discussion in 'Civ 4 - Advanced Civ' started by DarkHorror, Sep 27, 2020.

  1. DarkHorror

    DarkHorror Chieftain

    Joined:
    Mar 29, 2018
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    From my last game:
    1. Missing hint about settler bonus production for Imperialistic trait.

    2. Missing civilopedia hint about building farm on tundra tiles (on tiles with fresh water).
    3. When AI spy's mission is fault i can't to know whose spy is was but AIs can know this when my spy's mission faults.
     
    Last edited: Sep 28, 2020
  2. f1rpo

    f1rpo plastics

    Joined:
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    Germany
    I've found the error; thanks. I'll include the bugfix in the proper v0.98 release. (It's not fixed in the release candidate I've just posted though.)
    The yields of the tile owner should be shown. If that player has Biology in your screenshot with the Copper resource, then there's a problem; otherwise it's probably working as intended.
    Is the info in Civilopedia outright false? Merely seems to say that farms can only be built on flat tiles. Some more information would be nice to have, but isn't a priority. I have this post by crullerdonut bookmarked for information about terrain improvements that is missing from Civilopedia. Also covers tundra farms. On a side note, on Earth maps (scenarios), tundra farms are a nuisance because there are plenty of rivers in the taiga and tundra, but the land isn't really arable. So I have a bit of an urge to change that rule.
    As far as I can tell from the code, humans and AI play by the same rules. If the spy fails a reveal-identity dice roll, the attacked player, if human, learns the identity of the spy owner through a message, and, if non-human, remembers whose spy has "caused trouble". If you never see messages saying that "a such-and-such spy has been caught", then it's possible that I've broken something there.

    When it comes to trade with third parties, the AI does play by different rules, i.e. it knows about all trades between known civs. Humans can, in principle, learn about many third-party trades as well if they pay very close attention. There's an alert I've added for third-party resource trades, and the mod informs humans about rival peace terms. I'd also like to display the terms of city trades (currently one can get the impression that AI civs always cede cities for free amongst each other); not sure about tech trades.
     
  3. DarkHorror

    DarkHorror Chieftain

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    Hint for serfdom civic say about +1 gold from farm, plantation, town, but it gives -1 gold for town
     
  4. f1rpo

    f1rpo plastics

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    I see - thanks. I've messed up code for formatting lists of items in help text, specifically lists where a value (in this case the amount of commerce) refers to all items in the list. So this could affect other help text too. I'll probably upload a minor update with bugfixes in May. (Another - unrelated - UI issue introduced in v0.99 is that the map layer buttons may disappear once all units have moved.)
     
    keldath likes this.

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