BUG REPORT, F.A.Q. and known issues

Unless I want to change the terrain texture set, which, turns out, I want to, because I really don't like the grainy-black flood plains, and other new tiles. It is like they have a nice tile, and then have put a black mesh all over it, which renders the tile very badly at most zoom levels.

Or can you change this any other way?

Also, I cannot get such a shortcut to work. It says the path does not exist. I have just added the string you wrote at the end of the string, after the " as mentioned. It does not work, I have tried several times, it adds C:/ at the start of the D:/ and adds a bunch of " between words and yes I said I am crap at computer stuff.
 
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There you go.

Edit: I have two hard drives, and Civ IV and the mod are installed on the D drive.
 

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There you go.

Edit: I have two hard drives, and Civ IV and the mod are installed on the D drive.
Make a shortcut without parameters and edit it in after. Also you can just right click the .exe>create a shortcut/send to desktop.
 
Ok, the problem seems to be that I cannot open the game from the steam folder, I must use the steam application to star the game.

But since there are no replies about the 43 error messages that were my main concern, am I to assume this is happening to everyone?
 
But since there are no replies about the 43 error messages that were my main concern, am I to assume this is happening to everyone?
It doesn't and as I already answered in other thread, it's likely to be an issue of too many folder levels making path too long.
You can try unpacking this into Mods to make sure it's not a nesting problem, but I'd start with moving Steamapps to the root of one of your drives instead.
 
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Is it just me or is the Guilds civic really bad? The exclusive buildings are really weak given that they all employ a citizen. I feel like the civic would be much better if A) the buildings provided a free specialist and had slightly reduced bonuses (e.g., artists guild hall employs 1 citizen, provides 1 free artist, and increases culture by 5% instead of 10%) and B) the .5 gold bonus from merchants were extended to all specialists. It seems exceedingly odd that the Agrarian civic should be vastly better for specialists than the Guilds civic.
 
Is it just me or is the Guilds civic really bad?
They are. Rebalanced both civic and it's buildings among others in my modmod. IIRC I kept some employments, but made them worth at least the pop. Also the whole Labor category scales specialists.
 
It doesn't and as I already answered in other thread, it's likely to be an issue of too many folder levels making path too long.
You can try unpacking this into Mods to make sure it's not a nesting problem, but I'd start with moving Steamapps to the root of one of your drives instead.
Thanks for this explanation. I'll have to put this into FAQ :thumbsup:

They are. Rebalanced both civic and it's buildings among others in my modmod. IIRC I kept some employments, but made them worth at least the pop. Also the whole Labor category scales specialists.
I may need to take another look at the civics. I'm open to all suggestions 🙂
 
Is it normal that I have the option to herd animals (for instance, "plant" stag in a square and expect a Deer Resource to appear) without having discovered Animal Husbandry?
 
Is it normal that I have the option to herd animals (for instance, "plant" stag in a square and expect a Deer Resource to appear) without having discovered Animal Husbandry?
I think yes (though a screen shot would help clarify).
You only have some chance to plant a resource with Animal Husbandry and a greater chance to butcher it. Now herding has 0% chance before AH and butchering is 100% but it's still under the same button.
 
I think yes (though a screen shot would help clarify).
You only have some chance to plant a resource with Animal Husbandry and a greater chance to butcher it. Now herding has 0% chance before AH and butchering is 100% but it's still under the same button.
Ah ok, so the button to Herd animals is there, but you only have chances of Herd after discovering Animal Husbandry. Is that it?
Should the button for Herd be hidden or greyed out until you discover AH?

If I understand correctly before discovering AH, you hace 0% chances of Herd animals. How much is the chance after discovering AH?

"it's still under the same button" Sorry I dont undertand what you mean. You mean that there is one button, and you have some chances to herd the animal, and if herding fails, you butcher the animal?
 

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Ah ok, so the button to Herd animals is there, but you only have chances of Herd after discovering Animal Husbandry. Is that it?
Exactly

If I understand correctly before discovering AH, you hace 0% chances of Herd animals. How much is the chance after discovering AH?
Iirc it's 10% but you can see it once you have a chance to settle the animal (have AH, no other resource on the plot, plot is the right terrain for the animal, etc)


"it's still under the same button" Sorry I dont undertand what you mean. You mean that there is one button, and you have some chances to herd the animal, and if herding fails, you butcher the animal?
Exactly. Try experimenting in the world builder: give yourself AH and captured animals 😉
 
Thanks for the answer about the last question.
Here is another one:
Is it normal that I cannot change the State civic to "City-State", even If I have already discovered Community?

EDIT: I think it is it because I still have "Anarchy" as Government civic, right?
 

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Thanks for the answer about the last question.
Here is another one:
Is it normal that I cannot change the State civic to "City-State", even If I have already discovered Community?

EDIT: I think it is it because I still have "Anarchy" as Government civic, right?
:yup: Yepp, exactly.
 
Is it normal than none of my cities are generating any Research?
 

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Is it normal than none of my cities are generating any Research?
In \Assets\XML\GameInfo\CIV4CommerceInfo.xml set <bFlexiblePercent> for Science to 1. It was probably meant as a fix for slider being broken, but broke it even worse.
 
In \Assets\XML\GameInfo\CIV4CommerceInfo.xml set <bFlexiblePercent> for Science to 1. It was probably meant as a fix for slider being broken, but broke it even worse.
Ok, I made that change. When loading the savegame, it asked me to recalculate
Now I can change the percentage of Research and/or Money, and when I do so, the amount of research changes. But the info is not correctly shown (it says "Gold: 80% Gold: 80%", when I guess it should say "Gold: 80% Research 20%".

Also, it doesn't show the amount of research my civilization is generating.


Another thing: the excess of money is not added to my money. Is this intended because I havent research Coinage (or some other Tech)? or is it another bug?

EDIT: ok, now I see that the variable <bFlexiblePercent> is in more than one section. You mean to change it to "1" only in the section "<Type>COMMERCE_RESEARCH</Type>", right?
I did that and now it seems it works correctly. It seems that since I could not adjust the Gold-Research slider, it was hiddenly set to 100% Gold, therefore, I was not generating any Research.

I strike-through the part of my message that no longer applies 😅
 

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Related to my previous question, in the Economy advisor screen I can see my deficit (or surplus) , but in the game view I don't see I am loosing (or saving) money . Is this intended?
 

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