Bug Reports and Technical Issues

Playing as the Americans, I thought I had made a mistake when I accepted Arabia as a vassal--the oil I took from them didn't seem to count towards the UHV. Eventually I cancelled my deals with them, and suddenly the oil did count, and I won the game. So oil resources count when controlled by vassals, but not when they trade it to you. What is the intended behavior here?

(I can provide a save on request)
 
Not intended, and a save would help to fix it.
 
Hi, Leoreth!
Thanks for the great mod!
Unfortunately got the appcrash while playing for China. Could you help with that?
Playing the releae v1.15 version.
Here is the autosave, logs and the appcrash window.
Thank you in advance.

P.S. Also there is a strange icon and 3d model for the "Red Fort". Uploaded screenshot as well.
 

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Thanks for playing! I have made a note to fix the crash.
 
May be a bug regarding slaves. I (Netherlands with colonialism civic) can not use bought slaves to build plantages. See save. :confused:

Or is there another hidden prerequisit in addition to colonialism and in colony (how is that definded? Non-home continent?)
Belated reply, but the reason you cannot build a slave plantation (I assume you meant the spices on Madagascar) is that spices require Orchards now, so they are not eligible for Slave Plantations anymore.
 
Playing as the Americans, I thought I had made a mistake when I accepted Arabia as a vassal--the oil I took from them didn't seem to count towards the UHV. Eventually I cancelled my deals with them, and suddenly the oil did count, and I won the game. So oil resources count when controlled by vassals, but not when they trade it to you. What is the intended behavior here?

Here is a save. Cancel your oil deals with the Mexicans and the Arabs and you'll be able to win the UHV instantly.
 

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There are some left-overs from the previous versions. I have the very latest prever 1.15.
upload_2017-11-7_7-59-38.png
 
They are supposed to sell them.
 
They are supposed to sell them.
So hold on to them throughout the early game and sell them during late game? Makes sense, though you may want to make it a bit more obvious or give an incentive that says "keep these guys around"

Maybe something like a tiny production boost per Slave fortified in a city. Something that isn't powerful enough to be better than selling it, but incentivizes players to keep them. I can only imagine how angry I'd be if I played through to late game only to find out that all those slaves I deleted were worth something.
 
Yeah.
 
Just edited my last post with an idea on how to make the slaves' role more obvious, would have made it it's own post but I didn't expect you to ninja
 
Seems like something you could stack though. I'm wary of any unlimited way to increase city yield that is independent of its terrain.
 
Seems like something you could stack though. I'm wary of any unlimited way to increase city yield that is independent of its terrain.
True, perhaps we could go the monarchy route and make it based on city pop. Perhaps something like +0.25 production per slave and +1 production max per pop, or 0.1 production if you want to keep it with minimal impact but still incentivize keeping them.
 
Would it be possible to give slaves a dummy "promotion" that kind of describes their use case? Like "Enslaved: Costs no maintenance. Can be sold to other civs or settled." Just so it's incredibly obvious just by looking at the unit that there genuinely is something to be done with them.
 
If it isn't already the case maybe it would suffice if the ability to sell them was described in the unit's pedia.
 
I didn't think about explaining it as a promotion, good idea @Caesar Augustus

@Imp. Knoedel I do think it should be readily apparent from the unit itself what it's use is, though describing it in the pedia in addition to the promotion wouldn't hurt.
 
Would it be possible to give slaves a dummy "promotion" that kind of describes their use case? Like "Enslaved: Costs no maintenance. Can be sold to other civs or settled." Just so it's incredibly obvious just by looking at the unit that there genuinely is something to be done with them.
If it isn't already the case maybe it would suffice if the ability to sell them was described in the unit's pedia.
Good ideas.
 
I lost a ship :(. Playing as Byzantium, moved my War Galley close to Spain in Eastern Med. to explore and the next turn she disappeared without any message or notice. I am not in any war (only with independents) and even then there would be a message about units joining the enemy in the war of liberation.
1.15 newest version (thanks for it! looks great).
 

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