AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Something that should eventually be looked into is the white Slinger bug. I'm just going to post here exactly how to trigger the bug. It causes Slingers to appear absolutely white as though the texture files are not loading correctly.

View attachment 371367

If you start a game with a civilization that uses the Mediterranean Slinger artwork (this would be any Middle Eastern or Asian civilization), Slingers look dead white until you see your first Archer unit. At that point, the coloration appears normally - and this behavior persists even if the game is reloaded from a save before the Archer appeared. I have absolutely no idea why this would happen.

View attachment 371368View attachment 371369
 
Back to an earlier topic:
I don't think Burn Jungle should go obsolete until Iron Working -- you get Chop Forest at Bronze Working, but you don't get Chop Jungle until Iron. I just noticed this when I was going through the build infos file.

This true.

But one thing that has always bugged me; who, when, and why did someone decide that chopping Jungle trees required Iron but all kinds of Forest trees can be chopped with a Bronze axe? Makes absolutely no logical sense to this order. A Jungle tree is not harder than a hardwood forest tree.

Chopping Jungle needs to be Removed from Iron and put on Bronze Working, imho.

JosEPh

How can a Carpenter work with wood if he cannot chop forests wood? :)
I mean: Shouldn't Chop Forest option be moved to Woodworking? Or push Woodworking a bit behind? Something just doesn't feel right here...
 
I started a new game (rev678,normal speed,large map) and have come across a strange research gap:Sanitation needs1556 beakers and leads to Civil Service which needs 7263 beakers.The same happens with Music to Theology and Vassalage to Feudalism.Is this normal ,a balancing problem or has to do with tech diffusion?
 
I started a new game (rev678,normal speed,large map) and have come across a strange research gap:Sanitation needs1556 beakers and leads to Civil Service which needs 7263 beakers.The same happens with Music to Theology and Vassalage to Feudalism.Is this normal ,a balancing problem or has to do with tech diffusion?

It's normal. It's like this for balancing reasons, mostly because that's the era when you meet most civs and hence you get the tech diffusion bonus, because there are few medieval techs but I want Middle Age to last the same number of turns than any other era, because you have more cities and science producing buildings than earlier eras. So don't get scared, number of turns to discover a tech will soon normalize. At least it will if you're playing Blitz or Quick, other gamespeed need to adjusted yet.
 
Unknown civilizations :( I think, it's the bug... Version is latest.
 

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Still playing my game determined to launch a spaceship and win via AC victory.

However for anyone with the patience to take a game all the way has anyone else seen it where with Orbital Bombers set on auto-bomb that they will just target an archeological dig site over and over? I built 15 of them an every single one every turn attempts to attack the same spot in vain.

Now Orbital Fighters on the other hand are strafing the unholy hell out of every ship Julius has. Those that my fusion subs have not sunk :lol:
 
Back to an earlier topic:




How can a Carpenter work with wood if he cannot chop forests wood? :)
I mean: Shouldn't Chop Forest option be moved to Woodworking? Or push Woodworking a bit behind? Something just doesn't feel right here...

Stone working would be the right tech to start chopping. But bronze and Iron working techs, those were artificial barriers Sid put in the game to extend advancement in this regard.

Big mods like AND and C2C really don't need those imho.

JosEPh
 
Unknown civilizations :( I think, it's the bug... Version is latest.

I know, I've seen it myself in my game. I'll have a look at the code. Thank you for reporting it.
 
2 Minor bugs, 1st has been going on for a long time, its never been properly scaled.

Spoiler :



I know you haven't done any scaling beyond, quick, but its alway's been 2 turns no matter the speed, before you started the scaling. Never have I accepted the peace, units maybe 2 or 3 times only, rest of time, its just free GG Points.

2nd one is the minors.

Spoiler :



This happened when I went to my 2nd Civ on a high to low game.

1st time, they were all labeled correctly, but upon starting the 2nd civ, all were 'unknown' as I was. I tried changing the title via Cntl-D, but nothing has happened.

Just to give a conformation of the error, and can't fix it Via Cntl-D
 
@45°38'N-13°47'E

The problem that I will to report was previously reported in another thread and this was your response:

http://forums.civfanatics.com/showpost.php?p=13070461&postcount=131

However, the problem that the Galleys, War Galleys and other transports have no cargo capacity continues happening to some friends and me. We have reinstalled several times, upgrading to the latest version of svn (679), making sure to clear the cache manually in C: \ Users \ ***** \ AppData \ Local \ My Games \ Beyond the Sword and also deleting Civilization.ini file. Even deleting all BeyondtheSword folder in My Documents. And the problem persists. I have no other mods in the Modules folder that can cause problems.

Here I leave a sample image:

Spoiler :


As clearly seen in the image, in the Description section say that should have 2 cargo spaces, however, in the Special Abilities section does not indicate that these cargo spaces are available. I made a quick test with the World Builder, at the request of a friend, and I can not charge any land unit in the Galleys. In CIV4UnitsInfo.xml everything seems ok:

Spoiler :
<UnitInfo>
<Class>UNITCLASS_GALLEY</Class>
<Type>UNIT_GALLEY</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_WOODEN_SHIPS</Combat>
<Domain>DOMAIN_SEA</Domain>
<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_GALLEY</Description>
<Civilopedia>TXT_KEY_UNIT_GALLEY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_GALLEY_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bRenderBelowWater>1</bRenderBelowWater>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<bWorkerTrade>0</bWorkerTrade>
<bMilitaryTrade>1</bMilitaryTrade>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_COG</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_SAILING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>25</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>20</iMinAreaSize>
<iMoves>2</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables>
<TerrainImpassable>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainImpassable>1</bTerrainImpassable>
</TerrainImpassable>
</TerrainImpassables>
<FeatureImpassables/>
<TerrainPassableTechs>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<PassableTech>TECH_ASTRONOMY</PassableTech>
</TerrainPassableTech>
</TerrainPassableTechs>
<FeaturePassableTechs/>
<iCombat>3</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>6</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<iSpecialCargoSpace>0</iSpecialCargoSpace>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>2</iCargo>
<iTotalCargo>2</iTotalCargo>

<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>4</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>2.25</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_GALLEY</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_MACHINE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>


So I do not understand what can be the problem. We would be very grateful to you to tell us a solution.

Thanks in advance.
 
@Maska are you continuing a previous game or have you started a new game from scratch? If you have started a previous game with this problem, saved the game and resumed after reinstalling the latest revision, this problem could occur. Let me know if it happens even when you start a new game.
 
@45°38'N-13°47'E

The problem that I will to report was previously reported in another thread and this was your response:

http://forums.civfanatics.com/showpost.php?p=13070461&postcount=131

However, the problem that the Galleys, War Galleys and other transports have no cargo capacity continues happening to some friends and me. We have reinstalled several times, upgrading to the latest version of svn (679), making sure to clear the cache manually in C: \ Users \ ***** \ AppData \ Local \ My Games \ Beyond the Sword and also deleting Civilization.ini file. Even deleting all BeyondtheSword folder in My Documents. And the problem persists. I have no other mods in the Modules folder that can cause problems.

Here I leave a sample image:

Spoiler :


As clearly seen in the image, in the Description section say that should have 2 cargo spaces, however, in the Special Abilities section does not indicate that these cargo spaces are available. I made a quick test with the World Builder, at the request of a friend, and I can not charge any land unit in the Galleys. In CIV4UnitsInfo.xml everything seems ok:

Spoiler :
<UnitInfo>
<Class>UNITCLASS_GALLEY</Class>
<Type>UNIT_GALLEY</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_WOODEN_SHIPS</Combat>
<Domain>DOMAIN_SEA</Domain>
<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_GALLEY</Description>
<Civilopedia>TXT_KEY_UNIT_GALLEY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_GALLEY_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bRenderBelowWater>1</bRenderBelowWater>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<bWorkerTrade>0</bWorkerTrade>
<bMilitaryTrade>1</bMilitaryTrade>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_COG</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_SETTLER_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_SAILING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>25</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>20</iMinAreaSize>
<iMoves>2</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables>
<TerrainImpassable>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainImpassable>1</bTerrainImpassable>
</TerrainImpassable>
</TerrainImpassables>
<FeatureImpassables/>
<TerrainPassableTechs>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<PassableTech>TECH_ASTRONOMY</PassableTech>
</TerrainPassableTech>
</TerrainPassableTechs>
<FeaturePassableTechs/>
<iCombat>3</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>6</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<iSpecialCargoSpace>0</iSpecialCargoSpace>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>2</iCargo>
<iTotalCargo>2</iTotalCargo>

<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>4</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>2.25</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_GALLEY</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_MACHINE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>


So I do not understand what can be the problem. We would be very grateful to you to tell us a solution.

Thanks in advance.

The UnitAIs list is incomplete. No Land Units (mil or worker) and not sure what Assault_Sea represents.

JosEPh
 
45°38'N-13°47'E;13096166 said:
@Maska are you continuing a previous game or have you started a new game from scratch? If you have started a previous game with this problem, saved the game and resumed after reinstalling the latest revision, this problem could occur. Let me know if it happens even when you start a new game.

Right now, I have started two new test games with a new installation, updated to revision 679. My Galleys not have the ability to charge units.
 
Right now, I have started two new test games with a new installation, updated to revision 679. My Galleys not have the ability to charge units.

I've tried now and it's working for me. Try again deleting Civilization.ini and .bak also. Maybe the game is restoring an older version of the ini file stored in the backup. If you want to check everything is working properly, make sure there are exactly 75 "0" and "1" inside ini file under gameoptions. If there are less, that's why the game isn't working: cargo mod isn't seen, while probably some other option is also screwed up.
 
The UnitAIs list is incomplete. No Land Units (mil or worker) and not sure what Assault_Sea represents.

JosEPh

No, Joseph, it's not incomplete. It's correct as it is; that part only represents how AI is supposed to use the ships and those values are tied to strategy AI will use (inside the dll). :)
 
Just seen the "Unknown" civilisation for the first time yesterday, immediately after updating to latest revision (SVN; deleted cache folder). To start with, both my Civ and the English were correctly labelled, but once we became known as City States, we were both "City State of Unknown".
 
45°38'N-13°47'E;13096861 said:
I've tried now and it's working for me. Try again deleting Civilization.ini and .bak also. Maybe the game is restoring an older version of the ini file stored in the backup. If you want to check everything is working properly, make sure there are exactly 75 "0" and "1" inside ini file under gameoptions. If there are less, that's why the game isn't working: cargo mod isn't seen, while probably some other option is also screwed up.

I deleted CivilizationIV.ini and CivilizationIV.ini.bak and I also deleted the cache manually. The Galleys continued without cargo space.

I have seen that in the Game Options section of CivilizationIV.ini not there was any 1 or 0, so I returned to start the mod and I marked all game options in a custom game. I closed the mod and went back to look at the Game Options section of CivilizationIV.ini file. This time if it showed all game options. They are exactly 75:

GameOptions = 111111111111111111111111111111111111110111101111111111111111111111011001111

I have returned to start the mod, and the Galleys continue without cargo capacity. Sorry for the inconvenience, but I really have no idea what is happening. Thank you very much for trying to fix it. :)
 
Just seen the "Unknown" civilisation for the first time yesterday, immediately after updating to latest revision (SVN; deleted cache folder). To start with, both my Civ and the English were correctly labelled, but once we became known as City States, we were both "City State of Unknown".

It will be fixed in next revision but I don't know what's causing it, probably something to do with Dynamic Civ Names. I think the fix doesn't work for already started games, so if you started a game with rev679 you will probably have this issue even after updating the game. The good side is that this "unknown civ" problem seems to disappear when the unknown civ switches civics, so it won't stay that way for the whole game.
 
I deleted CivilizationIV.ini and CivilizationIV.ini.bak and I also deleted the cache manually. The Galleys continued without cargo space.

I have seen that in the Game Options section of CivilizationIV.ini not there was any 1 or 0, so I returned to start the mod and I marked all game options in a custom game. I closed the mod and went back to look at the Game Options section of CivilizationIV.ini file. This time if it showed all game options. They are exactly 75:

GameOptions = 111111111111111111111111111111111111110111101111111111111111111111011001111

I have returned to start the mod, and the Galleys continue without cargo capacity. Sorry for the inconvenience, but I really have no idea what is happening. Thank you very much for trying to fix it. :)

It looks to me that Advanced Cargo mod is disabled for some reason. I've tried again and it works for me with the latest revision. Those 2 available cargo spaces should also appear in the "special abilities" frame in the image you've uploaded. It does so in my version. I'm really out of ideas beside a faulty installation.
 
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