Bug Report

Don't know if that has been fixed yet, but there's some problems upgrading Axemen to Foot Knights. Germans can't upgrade Short Swordsmen/German Axemen/Wild Swordsmen to Teutonic Knights.

The F1 View does not sort properly by production, i.e. it sorts 1, 10, 15, 2, 20 instead of 1,2,10,15,20
 
thh said:
Don't know if that has been fixed yet, but there's some problems upgrading Axemen to Foot Knights. Germans can't upgrade Short Swordsmen/German Axemen/Wild Swordsmen to Teutonic Knights.

The F1 View does not sort properly by production, i.e. it sorts 1, 10, 15, 2, 20 instead of 1,2,10,15,20
known bug of domestic advisor (still can't find solution) - when you click on specialist info and then back to production, then working fine..
 
I've played two games, have version 2.1.3, once I get around 600 or so turns the game just CTDs out. Reloading the save does the same after 1 turn.
 
Beta4

1) Judaism with Temple of Salomon spread like drugs at 10 in the morning.

2) Have you increased slave rebelion rate ? I get one every 5 turns avarage.

3) Is the chance of capturing slaves lowered ? As i remember AI civs having all plots arround city covered in working slaves, and now i cant see it.
Or its becouse more often slave revolts kills that slaves.

4) Great wall movie is still not fixed :/. After original one i have TR 2.1.3 movie with stopes and sound loops after 1 or 2 secs of playback. Custom assets cleared, as well as cashe and all folders that may lead to this bug.

5) Some pogan temples are not ballanced. For instance it is better to get +1 hammer -1 health +1 gold than only +1 hammer.

6) unique great generals have no sound or animation when used to join city or build academy.

7) thats a nice bug with organized religion in domestic screen ;)
I know its in changelog, but i like this one any way :lol:

8) Spain is a bit too good. When you put 3 cities there and imrove terrain, Spain has 2 times more points than any other European country (exept Greeks as they like to just rush barbs...) and Spanish cultural borders put French cities radius to 1 title around them.

9) Mercenaries... it is still possible to make a 3 hired War elephant rush archer defended civs... You dont need money for resarch as you get money from conquering cities. Even one elephant is enough, if you dont have spearmans or stronger units.

10) Barbarians seem to be able to have slavary adopted and have slave revolts, but rebeling slaves just join barbarian army... When i was trying to Hmonang it had 3 defenders (chinese archer, huntsman, shortswordsman) but the turn i was able to attack it, city had 6 defenders (chinese archer, huntsman, huntsman, shortswordsman, shortswordsman, spearman). I had a view arround city, so i could tell if any one is comming to defend city. Nope they just "poped up" in the city...
 
4)
Why does WTR has this file:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\Assets\Art\Movies\Wonders\GreatWall.bik

When Warlords it self has this one:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\Art\Movies\Wonders\GreatWall.bik

The mod uses the the "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\Assets\Art\Movies\Wonders\GreatWall.bik" and it is the one i find corrupted (even when launching via Bink Video Player), and the other one (C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\Art\Movies\Wonders\GreatWall.bik) has not corrupted one ?

Waste of 10MB disk space.
 
Beta4
7) thats a nice bug with organized religion in domestic screen ;)
I know its in changelog, but i like this one any way :lol:
I not sure if you were talking about this in the domestic screen but I get this quote +1242300 per religion in a city.What does this mean :confused: If this has been already brought up sorry.
 
Hello ,
It´s not a "bug" , but can u take out the option , to build on icefields (tundra)?
I played the beta 3 on the worldmap (3.2Ghz/2g ram ) on monarch and if i dont save EVERY turn ,around banking - rifling, there come the "BAD allocation" - out of memory screen. :( Or maybe u can tell me where to find and i fix it for my own version??
A Wonderfull mod :goodjob:
Greets Hulk
 
@ Hulk

1) if you got ATI graphic card and nVIDIA chipset, than there might be a comnflict. I had this with my x850xt and Gigabyte mainboard with nVIDIA 4 chipset. I have solved this problem after changing mainboard. But to be truthfull, i still sometimes get this message.

2) It also might be a problem if you have some "special" kind of GFX card. For instance instead for Radeon x850xt you ca have Asus eXtreme ax850xt.
Asus eXtreme card has its own drivers, and may not work well with Catalyst drivers.

3) Iw as encountering this one in Oblivion as well.

@ Crismac

It was(still is ;)) brought up in changelog.
 
Just FYI, I solved CTD in MP (LOL, that's some newspeak phrase:D ). Full reinstall helps, hotseat works great. The mod just keeps getting better and better.

Thanks for reporting this Walter.
 
Hi Anaztazioch, thanks for beta reporting:

1) Judaism with Temple of Salomon spread like drugs at 10 in the morning.


So the problem persists. Damn I don't know why this is happening. Please help us to understand the problem. You mean with Temple of Salomon the normal Jewish Temple right? Maybe it has something to do with the traderoutemodifier. Since it gives +% it spreads faster. Thats the only explanation... Unless there is still this bug, where Judaism removes other religions as soon as it spreads into a city. Can you find a city on your map that was something else before Judaism spread into that and that city has still the old religion additionally to Judaism?

2) Have you increased slave rebelion rate ? I get one every 5 turns avarage.

No, we have updated the new AI. This time its serious programming and no more tweeking in map. We might need to modify these numbers for next Pre-Gold Version.

3) Is the chance of capturing slaves lowered ? As i remember AI civs having all plots arround city covered in working slaves, and now i cant see it.
Or its becouse more often slave revolts kills that slaves.

This is 100% the new AI code. It behaves now much different than before. The AI code gets updated every week, so until the Pre-Gold release we will have merged the new AI into the Mod.

4) Great wall movie is still not fixed :/. After original one i have TR 2.1.3 movie with stopes and sound loops after 1 or 2 secs of playback. Custom assets cleared, as well as cashe and all folders that may lead to this bug.

Sorry we forgot it. Will be fixed next time!

5) Some pogan temples are not ballanced. For instance it is better to get +1 hammer -1 health +1 gold than only +1 hammer.

The Pagan temples are still quite new. I will start a new thread for this discussion.

6) unique great generals have no sound or animation when used to join city or build academy.

Hmm Thats Mexicos part. He is the author of this part. Hopefully he can figure it out. :)

7) thats a nice bug with organized religion in domestic screen ;)
I know its in changelog, but i like this one any way :lol:

I haven't seen it yet myself. :)

8) Spain is a bit too good. When you put 3 cities there and imrove terrain, Spain has 2 times more points than any other European country (exept Greeks as they like to just rush barbs...) and Spanish cultural borders put French cities radius to 1 title around them.

What is the reason for that? Maybe they have too much start resources?

9) Mercenaries... it is still possible to make a 3 hired War elephant rush archer defended civs... You dont need money for resarch as you get money from conquering cities. Even one elephant is enough, if you dont have spearmans or stronger units.

I see, we still need some sort of balancing for Mercs despite al that upkeeps. But well at least once you conquer so many cities the upkeep goes quickly high and the looted money can't be the answer either. Maybe we could slowdown the mercs when they go at war without any company of your unit in the same tile to war. In that case they would get a negative promotion.

10) Barbarians seem to be able to have slavary adopted and have slave revolts, but rebeling slaves just join barbarian army... When i was trying to Hmonang it had 3 defenders (chinese archer, huntsman, shortswordsman) but the turn i was able to attack it, city had 6 defenders (chinese archer, huntsman, huntsman, shortswordsman, shortswordsman, spearman). I had a view arround city, so i could tell if any one is comming to defend city. Nope they just "poped up" in the city...

Yeah thats very likely. LOL. Actually Hian the Frog had the idea to make the Rebels a new Barbarian faction that would fight even barbarians. I need to talk to Mexico if that would be doable at all in the code.

Cheers
Houman
 
Hello ,
It´s not a "bug" , but can u take out the option , to build on icefields (tundra)?
I played the beta 3 on the worldmap (3.2Ghz/2g ram ) on monarch and if i dont save EVERY turn ,around banking - rifling, there come the "BAD allocation" - out of memory screen. :( Or maybe u can tell me where to find and i fix it for my own version??
A Wonderfull mod :goodjob:
Greets Hulk


HI Hulk,

What makes you say that building on tundra causes this problem? :) Because the cities are getting too many on the map? Can this problem be confirmed by other testers please?

Thanks
Houman
 
@ Houman

*sniff again not my full name...

1)
No, Isabella witch founded Judaism did not have priesthood till late 800bc (!), so i dont think that its a jewish temple fault. (even other neighbours didnt have priesthood, only me China, Mansa Musa, Saladin and Incas, had priesthood).

But she had Temple of Salomon (shrine) and that made Judaism spread faster than My buddism with no shrine.

As for "dominant religion" I have not encountered this so far. You could try to test it tough. Small map 2 or 3 civs, and WB put religion in city and rabbi, check if he will repel the old religion.
 
HI Hulk,

What makes you say that building on tundra causes this problem? :) Because the cities are getting too many on the map? Can this problem be confirmed by other testers please?

Thanks
Houman

Dear Houman
I made an mistake ,it is not on the tundra , it is on the ICE , where they build 15 cities, within my game. And Yes Sir , the cities are getting too many on the map!! I play this since civ 1 and :mischief: we do some scenario`s (civ 3 ww2 -worldmap, and kt-modpack) and if u let the ai settle withon the ice on a Huge Earthmap, it will come to this out of memory CTD. AlphaCentauri hasen`t have this bug. So Houman ,please ,can you tell me the command line which manage that settler can build on a ICE tile. They build 15 cities in North -asia at the Polar coast and 5 on the northpole and greenland. So let`s do a little axample . 20 citties with 3 units + 1 worker or 1 ship are around 80 units. That slow it down sure! I played theTR mod on Civ4 (settler cant build on ice there) and got only 1 or 2 CTD per game , it was no problem , i load the last autosave and I go on, but within warlords i have to save Every turn , load up everey 3-4 turns thats to much! And I see no other reason. Anything else works well , sure this little Diplo TXT_ bugs and this minor stuff but what else can it be when i can play it with 17 civ`s but not with24?
The other side is
My computer is to weak :cry: .
I hope u will take the "build on ICE" option out! I see that u and ur folks doing hard work on this mod. Keep on raggin!
Hulk
 
HI Hulk,

What makes you say that building on tundra causes this problem? :) Because the cities are getting too many on the map? Can this problem be confirmed by other testers please?

Thanks
Houman

I confirm this problem too still playing vanilla. It is not even a problem with speed - turns pass quickly (AMD64 3000, 1Gb RAM) just ctd and whole story :(
It starts since industrial times.
 
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