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Bug reports and technical issues

I'm interested in how the dynamic slave price mechanic works.
Barely.

The problem isn't Mali specifically, but the interaction between civs that both need either 0 slaves or have excess slaves. The problem is that the code doesn't allow to set different values for selling and buying. Currently, the AI is set to value slaves as 0 if it doesn't need them. The point is that then the AI won't offer you anything in return when you put a slave on the trade table. That's problematic however when it is the AI that has the slave.
 
Is there a separate parameter that decides whether or not the AI is willing to buy slaves? Aside from slave value.
 
The Leaning Tower and Versailles reference the wrong strategy texts.
The Trading Company National Wonders gives 2 great people points instead of of 1 which is usual for National Wonders.
The Interpol National Wonder doesn't give great spy points.
The Mt. Rushmore World Wonder only gives 1 great people points instead of 2 which is usual for World wonders.
The Collosseum World Wonder only gives 1 great people points.
The Great Cothan World Wonder only gives 1 great people points.
The Great Wall World Wonder only gives 1 great people points.
The Leaning Tower World Wonder only gives 1 great people points.
The Trafalgar Square World Wonder only give 1 great people points.
The Theodosian Walls World Wonder doesn't give any great people points.
 

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Great Cothan uses Easter Island Heads civilopedia text.
Christian Shrine uses Church of the nativity civilopedia text.
Apollo Program should be called Space Program because it is a national wonder not a world wonder.
 

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Civilizations and Civics now have standardized spacing.
Direct Rule doesn't have a civilopedia text.
I have also included a Secularism and Pantheon with Religious Victory added.
 

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The Corporations Civilopedia is fixed sort of. Silk Route used the RFCA text, Trading Company uses the Trading company building's text and the rest use their nearest couterparts in the original game. I couldn't find a textile industry or computer industry though.
 

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These particular unique buildings bother me. All unique buildings (and units) should have different abilities so that you can't immediately judge which is better but these buildings are very similar.
Argentina's Supermarket grants: +20% gold with resources from their core area. +10% with other resources. Loses health bonus from deer.
Brazil's Grocer grants: +25% gold and an extra health with resources from their core area.
Colombia's grocer grants: +25% gold and an extra health with resources from their core area.
Congo's market grants: +10% gold with resources from their core area. +20% gold from other resources.
Mali's Forge grants: +10% gold.
England's Bank grants: +15% gold.
Poland's courthouse grants: +10% gold and +2 happiness
Which means that the buildings clearly (almost) go in order of power. Mali, Poland, England, Congo, Argentina, Brazil, Colombia.
There are differences like Argentina, Brazil and Colombia come later so they should get more powerful buildings. But you shouldn't be able to compare them to other buildings and instantly judge which is better.
So in this regard Poland is not in this category because it has another ability which makes it harder to judge its worth. e.g. is +5% gold better than +2 happiness.
What I'm saying is that the buildings should get different effects. (I have no ideas though)
 
I disagree, because buildings exist within the context of their particular civ and its situation. Also, required techs and building costs vary.
 
True
Could you at least change Hazienda or Fazienda because they have exactly the same effect and art just phrased differently. (Since all of the resources are in their core areas):please:
 
Is there a separate parameter that decides whether or not the AI is willing to buy slaves? Aside from slave value.
Missed this before.

The AI counts the slaves it needs to figure out if it has excess slaves or requires additional slaves.

Could you at least change Hazienda or Fazienda because they have exactly the same effect and art just phrased differently. (Since all of the resources are in their core areas):please:
Open to suggestions.
 
The AI counts the slaves it needs to figure out if it has excess slaves or requires additional slaves.
Then civs that produce slaves like Mali, Ethiopia and Congo don't need to buy slaves, and they should always sell slaves at a high price(100?).
 
Holy Roman UP not working? Latest SVN.
 

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The UB of the new world civs bothered from the begining. I propose the following:

Congolese Mbwadi replaces market with the same effects, but it gives +3:) from ivory instead of one. Helps to counter enslavation unhapiness.

Brazilian Fazenda replaces grocer with the same effects. Additionally, it gives +1:hammers: and +1:commerce: per jungle. So Brazil has a reason to build preserve the jungle except solely the UHV.

Argentine Teatro replaces theatre with the same effects. Additionally, it gives one free artist. (old french UB)

Colombian Hacienda let it be as it is, Colombia will conquer wholse South America, so it needs this gold bust.
 
"Building name in a different language" UBs are stupid.
 
I'm still getting this.

And it's a new city I built.
 

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Okay, I know why that is, but I don't know why the numbers are so high. A save would be appreciated. Are/were you at war with Greece?
 
When the Mughals spawn, Delhi is destroyed. I don't mean it gives the bug where the city appears to be ruins, I mean the city is wiped off the map and the Mughals have to found it again.
 
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