Bug Report

OK - this is not a bug. but you do not have a suggestions thread. Sorry.

The fighter and bomber can reduce a land unit to 50%.

The Strike Fighter can kill it (reduce it to 0%)

IMHO this is to powerfull, particullarly as it has 2 move points.

I would suggest the later fighter/bombers only reduce land units to say between 25% to 10% not 0%. And Sea units to 5%.

Just a thought. But as it is now, it seems too overpowering and therefore not balanced - IMO.
 
I've just installed TR2 Gold. It looks so cool. :D To see what's changed in this mod I opened civilopedia right away and found some problems.

- In unit upgrades pane, whenever I scroll down a bit the game crashes. Attached are the captured dialog box showing brief debug info and more detailed debug info file(XML format, seemingly dumped by OS).

- In a civilization page, whenever I scroll down the UU's list the game crashes. Seems exactly the same kind of error.

- In 'Units' page, I can view (lexicographically) the first 5~10 units, say usually up to African Infantry. No other unit info is available even through hyperlink from another page. How many units are shown varies a little for some reason.

I have enough memory and hdd space to play TR2 Gold. I have edited several XML files a bit(due to broken XML tag problem often found in non-Latin-character OS), that should be irrelevant to the above errors I guess. Just FYI.

Fortunately, these problems never appear in the in-game civilopedia. :rolleyes: I'm about to play my first TR2G game. Although not serious, hope this could help find any potential bug.
 

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Everytime I start a new game- it instantly says I'm defeated!!

I can't play it!! :( the mod looks good though, please help me!!
 
I have the sharpshooter doctrin. When I upgrade the longbowmen to musceteer, they cannot further improve their sharpshooting.

Is this intentional or a bug?
 
I have the sharpshooter doctrin. When I upgrade the longbowmen to musceteer, they cannot further improve their sharpshooting.

Is this intentional or a bug?

Intentional. This doctrine works only for archery units (that's also why it is never set to get "obsolete" - archery units will get obsolete instead of it).
 
How come sometimes I don't get the option to burn a captured city? Sometimes the cities don't burn until the next turn.
 
Hi,

I am currently playing TR and it's a lot of fun. However, I experienced a problem two games in a row (VANILLA Edition). In late game stages w/ huge maps and 8 AI, the game gets increasingly slow (I know that's a prob of cIV), and then suddenly the game crashes to desktop without displaying any messages. Just like somebody closed the game. ThemeParseLog gives me the following:

[Jun 01, 2007 - 13:15:15] Messages while processing 'Resource/Themes/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found

Like I said, I always play huge maps with th standard # of AI. My specs are

AMD AthlonXP 3200+
1GB Ram
ATI Radeon 9600 128MB
Win XP SP2

Any help greatly appreciated! :)
 
I am playing with 2gb and over 6gb in page file and still getting the errors :cry:

I have moved down to medium, lasted for 20 turns, looks like i am goin gto have to go down to low: :cry:

The MAF errors that Civ has have never been admitted to, despite the fact that MrGenie, TAFirehawke and the other guys over at ViSa have done a LOT of work on it to the point of actual proving it to Firaxis (not that they were interested). In fact, they've potentially found a fix. I'd actually suggest Houmie or Mexico have a bit of a word to one of the ViSa devs to see if their MAF work can be integrated into TR (Although from what I've seen the MAF workarounds are less effective when it comes to Multiplayer)...
 
I wrote a report in #220, but no answer at all.
In the meantime i played another game, with the huge earth map, a monarch 1124 AD Conquest victory while researching FT2.

I'm conviced Vaccination doesn't work, i build it, no errors in loading saves and so on, but i haven't seen benefits.
I decided to raze 2 cities, they took the "!R!", but never razed, so i continued to build structures (not so important, i had some 100 cities).

I had various errors, but i managed to recover from the autosaves or the saves: i noticed that after long time i play the errors can happen often.

Also in this game i managed to play deleting 5 civs, changing the start position for 2 and (to be honest) slightly improving Egypt start position.
 
Hey Guys (the TR team, i mean)
i made 2 posts about possible bugs in your wonderful mod, i'm so catched by it i can hardly go back to "normal" CiV or Warlords, and not a rag of an answer? not fair "i expect better from you".

Anyway, keep up the good work, but try to make it playable in non-monster machines.
 
Hey Guys (the TR team, i mean)
i made 2 posts about possible bugs in your wonderful mod, i'm so catched by it i can hardly go back to "normal" CiV or Warlords, and not a rag of an answer? not fair "i expect better from you".

Anyway, keep up the good work, but try to make it playable in non-monster machines.

Be sure that these bugs are noted. Thank you for your feedback (answering that way can get a little redundant, you know :)).
 
Workers can cultivate a new forest in a tile that already contains a forest which has strange consequences.

When multiple workers are cultivating a forest in the same tile (which doesn't contain a forest yet), then only one stops cultivating the forest once the job is done. The others continue unless you order them manually not to. So if you're not watching your workers, then they'll finish cultivating another forest on that tile and each time they finish a forest on that tile only one of them becomes available.

I have not tested what happens when you really finish cultivating a forest in a tile which already contains a forest. Does it create a double forest? Can you chop one of them without losing the forest on the tile? Or is it just completely useless. I guess that it will be useless.
 
Workers can cultivate a new forest in a tile that already contains a forest which has strange consequences.

When multiple workers are cultivating a forest in the same tile (which doesn't contain a forest yet), then only one stops cultivating the forest once the job is done. The others continue unless you order them manually not to. So if you're not watching your workers, then they'll finish cultivating another forest on that tile and each time they finish a forest on that tile only one of them becomes available.

I have not tested what happens when you really finish cultivating a forest in a tile which already contains a forest. Does it create a double forest? Can you chop one of them without losing the forest on the tile? Or is it just completely useless. I guess that it will be useless.

known bug, this fuctionality (all terraforming stuff) will be removed because too bugged and not AI aware
 
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