Alexanders' Conquests Testing thread

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I must admit that it had not occurred to me that units would be able to use it more than once a turn. ...These units will be movable via the great ports that you can build later in the game.
If a unit with has 3 movement points it can rebase 3 times. But the exploit I illustrated was being able to rebase from mid-ocean. If the ship is lined up right the companion cavalry, for example, can rebase from quite far at sea.

So you're spending hours of your life testing my unfinished project and you're thanking me??
What I'm most thankful for is your responsiveness to my input, whether you agree with it or not.
 
First off, thanks to Varwnos for the tip on Trapezous - is changed.

I should have taken a screen shot of the naval battle I was in last night. I’m pretty sure I saw both double and single sailed ships attack my transports crossing from Rhodes to attack Cyrenaica. Then a turn later 3 of my penteres hit the “invisibles” on the Egyptian coast.
I checked the biq thoroughly, the only invisibles are the barbary corsair and galleass.

The offer stands to run a narrowly focused troubleshoot on this issue, but also others. To me that’s part and parcel of play testing.
I'm going to get another biq set up based on the standard Firaxis game to test out some of the tech issues. It's important enough for the gameplay for me to devote all my attention to it for now. Thanks for the offer though.

To quote Wikipedia “Pannonia is an ancient country bounded north and east by the Danube, conterminous westward with Noricum and upper Italy, and southward with Dalmatia and upper Moesia. Pannonia was located in the territory of the present-day countries of: Austria, Croatia, Hungary, Serbia, Slovenia, Slovakia and Bosnia and Herzegovina.” so it’s not far enough north for the Norse is it? At least not during the Classical era? I know during the Hanseatic League era they settled that area, but during this period wasn’t it settled by Keltoi and other tribes? After a quick peak I would recommend Varni or Geatai as names covering the right area and period.
I might wimp out and just call them Germanics. ;)

Agree with the slot swap - follow your own judgement on the name, I’d just Hellenize as much as you can, like referring to the Indian Bramhins as Gymnosophists, for the sake of the flavor of the mod.
I'll probably need some help with some of the less well known terms. For now I think I might introduce a 'Metic' worker and a 'Citizen' settler for Greek flavour civs and rename some of the obvious Macedonian units like the Hetairoi and Petzhetairoi.

See, another eye-opener. But I still wonder why not Numidia?
Well I've extended the civ down to the heart of Africa, so now the term Numidia would be artificially limited.

If a unit with has 3 movement points it can rebase 3 times. But the exploit I illustrated was being able to rebase from mid-ocean. If the ship is lined up right the companion cavalry, for example, can rebase from quite far at sea.
I'm fairly comfortable with units being able to jump from ship to city, as the player can't use the ability to get forces directly into enemy territory. As far as I know the rebase can only take the unit to a friendly city, so it's useful in defence and movement rather than in attacking the enemy.

What I'm most thankful for is your responsiveness to my input, whether you agree with it or not.
It's only polite, and if an English gent can only do one thing, it's being polite.
 
I don't think that I thanked Virote for digging out that pallatte problem fix. So Virote - Thanks.

I've tested a cut down version of the tech tree tonight, to try to work out where the problem is, and I can't find it. So I'm back to the obvious stuff. Blue, you are sure that you installed the new biq properly aren't you? Second, would you be so kind as to take a quick look in the biq and check that for the Alexandrian techs the flag 'Cannot be traded' is showing? Sorry for the almost insulting level that I am reducing you to, but I'm going mad trying to work out where this bug is coming from. I'm 99.9% sure that the tech tree is OK, since I tried exporting the tech tree and it played through just fine, so the only other possibility is that there's something else affecting it. I've checked my biqs, and there are no Darwin flagged wonders or philosophy flagged techs.

Blue, if you could post the biq here I should be able to take a look by Wednesday to check that the biq isn't corrupted somehow.

BTW, I should have asked this before, has anyone else had the same problem as Blue?
 
No insult at all; this is "trouble- shooting" not "player-shooting", right?:)
Blue, you are sure that you installed the new biq properly aren't you?
I just put the new biq in the Scenarios folder and made sure it was looking for the mod's specific folder for files. The older biq got tucked away in a "holder" folder.
Second, would you be so kind as to take a quick look in the biq and check that for the Alexandrian techs the flag 'Cannot be traded' is showing?
I assume the Alexandrian techs are the ones I've been calling the named techs ("Battle of ..." etc.). I did not check all the way to the end of the series because I've never played that far and i wanted to get this to you ASAP, but all of the techs I've ever researched look to have that flagged.
Blue, if you could post the biq here I should be able to take a look by Wednesday to check that the biq isn't corrupted somehow.
Posted 2 versions for you and here's why. My main machine (& only one connected to the Web) is a Mac. I'm playing on my PC. Sometimes I zip/unzip on the Mac using Stuffit Expander, sometimes on the PC using Zip Genius. They handle files slightly differently, I'm not sure which one I used originally, so I'm giving you both. It's the same BIQ; the only difference is the zip with Mac in its name was zipped on my Mac. I've also got the original d'l of this version (still zipped) on both machines if that's any use as well.
View attachment 146372
View attachment 146373

If it looks like I've gone awry in anything I've done, just let me know.
 
I can report that all said Alexandrian techs "cannot be traded".

I can also report that no-one has the tech "Alexandrian Heratage(SP?)" tech, either in the civilizations tab, or on the player properties tab.

However, what I did find is that the theatre HAS the "+2 advances" checked, but is greyed out (because it is only an improvement). Was there origionally a (small) wonder here? Theatre screen in the editor

EDIT: Note that this is my .biq, not Blue's, but I'm guessing it would be the same there...
 
No insult at all; this is "trouble- shooting" not "player-shooting", right?:)
I just put the new biq in the Scenarios folder and made sure it was looking for the mod's specific folder for files. The older biq got tucked away in a "holder" folder.
I assume the Alexandrian techs are the ones I've been calling the named techs ("Battle of ..." etc.). I did not check all the way to the end of the series because I've never played that far and i wanted to get this to you ASAP, but all of the techs I've ever researched look to have that flagged.
Posted 2 versions for you and here's why. My main machine (& only one connected to the Web) is a Mac. I'm playing on my PC. Sometimes I zip/unzip on the Mac using Stuffit Expander, sometimes on the PC using Zip Genius. They handle files slightly differently, I'm not sure which one I used originally, so I'm giving you both. It's the same BIQ; the only difference is the zip with Mac in its name was zipped on my Mac. I've also got the original d'l of this version (still zipped) on both machines if that's any use as well.
View attachment 146372
View attachment 146373

If it looks like I've gone awry in anything I've done, just let me know.

I can report that all said Alexandrian techs "cannot be traded".

I can also report that no-one has the tech "Alexandrian Heratage(SP?)" tech, either in the civilizations tab, or on the player properties tab.

However, what I did find is that the theatre HAS the "+2 advances" checked, but is greyed out (because it is only an improvement). Was there origionally a (small) wonder here? Theatre screen in the editor

EDIT: Note that this is my .biq, not Blue's, but I'm guessing it would be the same there...
I got the chance to check the biqs out today, thanks for posting them. There don't seem to be any differences between mine and yours, so the problem is still unsolved. It's very strange. If you could do me a favour - if you have Civassist installed then could you go into it and take a look at whether any other civs have any of the Alexandrian (named) techs? That's the last thing I can really suggest I'm afraid.

@ Virote Considon - Thanks for checking. You know, I found that Theatre bug about half an hour before you did. :p I doubt whether it is the problem in this case, but I've unchecked it for the next biq release just in case. Have you had the chance to play into the scenario much yourself? And if so have you come accross the problem that Blue Monkey has?
 
When I've been playing the scenario, I've been starting from scratch each time (I can never really continue a game anymore...). In the few (repeated ;)) turns I've played, I havn't seen the bug, though...
 
Blue Monkey said:
To quote Wikipedia “Pannonia is an ancient country bounded north and east by the Danube, conterminous westward with Noricum and upper Italy, and southward with Dalmatia and upper Moesia. Pannonia was located in the territory of the present-day countries of: Austria, Croatia, Hungary, Serbia, Slovenia, Slovakia and Bosnia and Herzegovina.” so it’s not far enough north for the Norse is it? At least not during the Classical era? I know during the Hanseatic League era they settled that area, but during this period wasn’t it settled by Keltoi and other tribes? After a quick peak I would recommend Varni or Geatai as names covering the right area and period.
Geatai and Getai is just the greek name for Dacia... I guess you mean Geat.
 
if you have Civassist installed then could you go into it and take a look at whether any other civs have any of the Alexandrian (named) techs? That's the last thing I can really suggest I'm afraid.
I had CivAssist downloaded but had never installed it. I just did, and took a look at my last SAV. It doesn't look like anyone else has the Alexandrian techs.

It would be helpful if someone else, maybe a lurker:mischief:, couild report on whether they have played and seen or not seen what I have.
 
Hi Keroro,

could you fix the resource-overflow-bug with the "32-block" methode ?
 
Hi Keroro,

could you fix the resource-overflow-bug with the "32-block" methode ?
I haven't tested it thoroughly yet, but yes I believe that it is fixed. An interesting side effect of this technique is that it opens up slots for loads of Bonus resources. ATM I have approx 70 resources, half of which are strats/luxes. The next biq I release will have the resources fixed, and we'll see if anyone finds any hidden bugs in this technique.

I had CivAssist downloaded but had never installed it. I just did, and took a look at my last SAV. It doesn't look like anyone else has the Alexandrian techs.

It would be helpful if someone else, maybe a lurker:mischief:, couild report on whether they have played and seen or not seen what I have.
Then there can only be one thing causing it - it must be some bug around the 'bonus tech' flag in the civ advances editor tab. I have a vague idea how to fix it, but I really can't understand why it affects you but not me, unless C3Complete has a different editor to C3Conquests.

One other thing - could you post your .sav here for me to have a quick snoop?
 
Thanks for the answer. In theory the fix of the "resource overflow bug" should work. :) But in practice we couldn´t proof it until now. ;)
 
Before this thread dies - new version coming soon, I'm just waiting for the link from 3D downloads for the updated version. It should be a good bit easier for the player to work out what's going on since I did a bit of work on the civilopedia. Also, there's more to be done late in the game now, though I still haven't got my much needed camel workers for building roads across the desert. :( Most victory conditions should work now - I've tested Alexander's death and the SS construction, and the princess upgrading.

The update is about 10 MB, but to be honest I'm not sure that I've included absolutely everything that I should have in this update. If anyone gets errors on start up then please let me know as soon as and I will sort it out directly.

BTW, if anyone lurking has actually played the scenario and would like to leave any feedback then please do. About 4 people have posted their thoughts here so far, but it's been downloaded over 20 times. Don't be shy now.

EDIT - And I think that I found out why the corsairs and galeass were causing Blue Monkey trouble - I had Triere's flagged as detect invisible. They should not have been. I think that's the mystery solved. :)
 
Update is here. You should unzip into the Civ 3/Conquests/Scenarios folder and (hopefully) all the new files will be copied into the correct folders without overwriting the old files. Note that this is an update patch not a new version.

As I said before, please let me know any loading bugs as soon as.

Lots of improvements, but one thing still concerning me most of all - the tech timers. If possible would anyone testing this be able to keep a record of when you discover each technology? Would look something like this (hopefully ;)):

Turn 8 - discover battle of Granacus
Turn 16 - discover Greek Liberation
Turn 24 - discover battle of Issus
Turn 26 - get 325 BCE
Turns 32 - discover Phoenician conquest
etc.

Also, if you could give me an idea of how high you need to keep the tech slider to keep the discoveries coming at one every eight turns then that would be a real help. And let me know what level you're playing on and how many talents you are banking. General economic stuff like that is useful.

Any other general bugs - please do tell. :) Thanks to everyone, and anyone, for your time and help.
 
I'm methodical enough to rename and archive older versions rather than simply overwriting. So when I tried to play the new version and got the error message on startup I had the old version to compare. Quite a difference in size and content of the folders.

Which leads me to assume you wanted us to copy contents into the appropriate folders, rather than replace the folders themselves. Also, the BIQ itself is numbered identically to the old version.

Since you've neither posted directions here, nor included a readme, I'll await your further instructions before doing anything further.
:coffee:
 
:suicide: Should have explained that better. As the file size would suggest, this is a patch rather than a whole new version. I didn't want to force people to download another 200MB which was mainly stuff they already had. I've added instructions onto my previous post, basically if you tell winzip (or whatever zip program you use for extraction) to extract to Conquests/Scenarios then the files should be extracted without overwriting the old stuff. Let me know if you still have trouble. For now I'll have a :coffee: myself.
 
Well, I installed per your directions, only overwriting old copies of individual files for which you provided replacements. This is the result:


Maybe I've made some obvious error in installing, but I don't know what to check at this point.
 
I'll check that out when I get home. Though I have a night class today so that may be quite late. I know that I don't get that error when starting it up, so there must be a file I missed out somewhere.
 
Pretty confident that this will fix it. A mistake in the biq. Sorry. :mischief: I made one small change after my last bit of testing, and didn't test it after that.
 

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