Bug reports and technical difficulties

The game seems to crash whenever I enter worldbuilder. Maybe it's trying to tell me something about cheating :mischief:. Also, it crashed right after I started a Rome 80 B.C. game.
 
crashes sometimes occur due to memory allocation failures due to the mods huge size. if you don't have a 64-bit operating system they can occur more often.

I will fix the silk worm thing and post a new version tomorrow.
 
here is a fix for the Shwedagon Paya issue. put it in the "python" folder. it should overwrite.
 

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National Epic Lombard UHV does not fire correctly.

Seems all building related UHVs are not firing correctly.

Mauryan 2nd UHV does not recognise or count the number of Edicts
Pandyan 2nd UHV does not recognise or count the number of temples. I built Buddhist, Hindu and Jain temples and none were recognised
 
same problem as the Shwedagon Paya thing: python was counting buildings wrong. apply the fix above.

here is a fix for the red stability check messages.
 

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When all these will be on SVN? I really miss good old days of regular updates. I also hope to see map changes (cuts and Baikal lake)...
 
My Au Lac Great Saint can't use the spread religion ability. It's available and I can click it, but when I do it doesn't do anything. Have tried moving him into cities without Buddhism and even killing him and WBing him back to like but nothing happens.

I can use him to discover tech or start a GA, and used a GS to spread religion as Mauryan, but can't as Au Lac for some reason.
 
Also can't steal silk for some reason. Playing as Tocharian and trying to steal the silk from the plantation in Korea - do I need a special tech?

And is there a restriction on trading certain techs? Cos, again playing as Tocharian, I researched Marksmanship from scratch and couldn't trade it with anyone - it didn't even show up in the trade screen. But all the other civs in the world could research it.
 
It's a feature:
Some technologies are not tradeable. This generally reflects their nature as phenomena/practices that need to embraced or engaged with by large sections of society and at the same time slows overall progress through specific tech paths. The techs involved are of two types: civic/society type techs and the archery/horse achery line, reasoning as follows. Archery, horsemanship and especially horse archery were skills highly challenging skills that needed to be learned by a significant portion of the population and actively maintained in order for those societies to produce effective military formations of those types. An idea like Caste System needs to be ingrained in the entirety of society, accepted by everyone, in order to become something efficient and productive enough to be represented in the game as a bonus, which it is.
 
It's a feature:

That's fair enough, and a good idea imo. It would just be good if there was a full list of these techs so you know which ones to research in order to trade them. I'm pretty sure some civic type techs, like Vassalage, can be traded, so it's a bit confusing at the mo.
 
Few notions & requests:

-Egyptian wonder UHV checks wrong, when I built the Great Lighthouse, the Great Library was checked, but when I built the GL nothing checked.

-The Roman Empire conquering UHV's texts say in, but they should by, as they are checked as soon as you complete them.

-Could you change the plague to reduce the size of Towns and villages only by 1 (like, for example, DoC & SoI have it). Also at the moment Villages are better then Towns imo, because the food in this mod is pretty scarce. Maybe give towns +1 commerce?

-The Colossus doesn't seem to be working properly.
 
-Egyptian wonder UHV checks wrong, when I built the Great Lighthouse, the Great Library was checked, but when I built the GL nothing checked.

Sounds like the same as the Shwedagon Paya bug that srpt provided a fix for in this thread (about eight posts ago)

-Could you change the plague to reduce the size of Towns and villages only by 1 (like, for example, DoC & SoI have it). Also at the moment Villages are better then Towns imo, because the food in this mod is pretty scarce. Maybe give towns +1 commerce?

I find towns to be better than villages. The restriction on not building cottages adjacent to each other means you usually have spare land between towns. I workshop it for cottages, hamlets and villages, then when they flip to towns I farm it, and the extra hammers from two towns replaces the hammers lost from the workshop. That way when villages go to towns I get an extra one commerce on average, which is the same as in other mods.

Maybe the best solution would be to add town bonuses to the civics, like in DoC? So if you choose certain civics, you get extra commerce or hammers in towns?
 
this must be a reference to warcraft 3: reign of chaos , intro cinematic "until the day the sky rained fire" :p


Spoiler :
http://youtu.be/dfkiJXnSRM8?t=56s
 

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Building Edicts as Maurya doesn't provide piety, nor does it count for their UHV to build 10 Edicts.
 
Building Edicts as Maurya doesn't provide piety, nor does it count for their UHV to build 10 Edicts.

Already discussed in post 24 in this thread, and corrected in post 25.
 
this must be a reference to warcraft 3: reign of chaos , intro cinematic "until the day the sky rained fire" :p


Spoiler :
http://youtu.be/dfkiJXnSRM8?t=56s

that's a vanilla leaderhead so I can't imagine why that's happening.
 
It wasn't mentioned that they don't provide piety.

They provided me with piety in my Mauryan game. Perhaps your piety was degrading as a result of not spreading enough religion or building enough temples, so the falls in piety balanced out the edicts?
 
I can't find the post but someone asked about not being able to use a Great Saint to spread a religion. did you have a state religion? if you don't then that feature doesn't work.
 
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