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Bug Reports and Technical Issues

The Dutch unique power (doubled yield and commerce from the trading corporation) is not working correctly. I have two resources for the trading company, sugar and spices, but am still only yielding 1 :food: and 3 :gold:, when I should be yielding 2 :food: and 6 :gold:.
Spoiler Dutch Trading Company :

The yield of a corporation depends on the worldmap size. The DoC map is a Huge Map world size, which has a 0.5x modifier to the yields. If you load the pedia from the main menu, this modifier is not taken into account when viewing the corporation yields. However, if you open the pedia when a game is active, it does take the modifier into account. If you open the pedia when your game is active and do the calculations again with the modified values, are they still wrong?

As this mod has only 1 map size, it might be an idea to remove the modifier from worldinfos.xml and edit the values in corporationinfos.xml so the pedia always shows the correct values to avoid confusions like this.
 
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The yield of a corporation depends on the worldmap size. The DoC map is a Huge Map world size, which has a 0.5x modifier to the yields. If you load the pedia from the main menu, this modifier is not taken into account when viewing the corporation yields. However, if you open the pedia when a game is active, it does take the modifier into account. If you open the pedia when your game is active and do the calculations again with the modified values, are they still wrong?

As this mod has only 1 map size, it might be an idea to remove the modifier from worldinfos.xml and edit the values in corporationinfos.xml so the pedia always shows the correct values to avoid confusions like this.
Both the main menu, and the in-game Civilopedia seem to show the same thing for corporation yields.
Spoiler Civilopedia :
20210526150549_1.jpg
20210526150620_1.jpg
 
I fail to spot it yesterday, but the ingame pedia does also take the Dutch UP into account. So for the Dutch, the ingame pedia has a 2x and 0.5x modifier, which cancel eachother out. As a result, both the ingame and mainmenu pedia show the same values. The values of the ingame pedia of other civs should be halved compared to the main menu pedia. (I checked 1700AD China and it is indeed halved.)
 
I fail to spot it yesterday, but the ingame pedia does also take the Dutch UP into account. So for the Dutch, the ingame pedia has a 2x and 0.5x modifier, which cancel eachother out. As a result, both the ingame and mainmenu pedia show the same values. The values of the ingame pedia of other civs should be halved compared to the main menu pedia. (I checked 1700AD China and it is indeed halved.)
Oh, you are correct! The Dutch trading company looks like it's working as intended.
 
Also the Inca UP stopped working during renaissance.

I played Inca and was discovered very early by Byzantine Caravel, and nothing happened. Later I discovered French Galleon and got the Plague, but the mountain passages in Andes never appeared, which makes expansion really difficult.
 
I'm playing the developer version of DoC (the Git version, using Tortoise git). Is it intended for gunpowder based units(gunpowder artillery units, gunpowder infantry units, gunpowder-era cavalry units and tanks)' unit sprites to be non-ethnic in developing version? I found French, Chinese, and Japanese gunpowder units using same arts as vanilla ones.
Oh, I saw the new Turtleship and Hwacha arts showing up fine.

On purpose to check if those changed arts are working fine?
 
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The git version does not include the ethnic unit art from Varietas Delectat, if that's what you're asking.
 
Minor thing, but Seafaring doesn't show up in the World Builder.
 
Two things that might be bugs, or just might be me not understanding what's happening:

A) I am able to settle a slave in Mumbai, but not use it to create a slave plantation right next to it. I thought that the areas were slaves can be used or not is what matters with regards to both settling them in cities as well as creating slave plantations?

B) For the Nobel Prize wonder, I get bonus GP points from my own born Great Persons as well.

And finally, there's a number of occasions where the dynamic names for the Viking civ can be a bit mixed up, so they at the same time are referred to as both Danes or Swedes. Not terribly important, but as a Dane it feels very weird to see a dirty Swede wanting to help Denmark!
 

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Two things that might be bugs, or just might be me not understanding what's happening:

A) I am able to settle a slave in Mumbai, but not use it to create a slave plantation right next to it. I thought that the areas were slaves can be used or not is what matters with regards to both settling them in cities as well as creating slave plantations?

B) For the Nobel Prize wonder, I get bonus GP points from my own born Great Persons as well.

And finally, there's a number of occasions where the dynamic names for the Viking civ can be a bit mixed up, so they at the same time are referred to as both Danes or Swedes. Not terribly important, but as a Dane it feels very weird to see a dirty Swede wanting to help Denmark!
Do you have a save for the Vikings name issue? The slave thing would also help.
 
Two things that might be bugs, or just might be me not understanding what's happening:

A) I am able to settle a slave in Mumbai, but not use it to create a slave plantation right next to it. I thought that the areas were slaves can be used or not is what matters with regards to both settling them in cities as well as creating slave plantations?

B) For the Nobel Prize wonder, I get bonus GP points from my own born Great Persons as well.

And finally, there's a number of occasions where the dynamic names for the Viking civ can be a bit mixed up, so they at the same time are referred to as both Danes or Swedes. Not terribly important, but as a Dane it feels very weird to see a dirty Swede wanting to help Denmark!
I think you can't build slave plantations in forests
 
I think you can't build slave plantations in forests

I'm pretty sure it was not a forest tile, might have been rainforest though. Oh well - I'll take try to keep track of it and keep a save game next time in general, sorry for never remembering to provide those Leoreth. Too caught up in the games I guess.

Another thing: the wonder that gives you a levee in every city has some quircks when you build it as the Dutch, I guess it must be because they have the dike instead. For some reason it only gives you free dikes in coastal cities, not inland cities on rivers who are able to build a dike "manually" still. But the wonder does not provide it for them.
 
Another thing: the wonder that gives you a levee in every city has some quircks when you build it as the Dutch, I guess it must be because they have the dike instead. For some reason it only gives you free dikes in coastal cities, not inland cities on rivers who are able to build a dike "manually" still. But the wonder does not provide it for them.
Weird, I'll test that.
 
Can you explain what exactly the problem is? Do they spawn exactly after you load a save? Did they spawn on a turn they did not spawn on during the original playthrough, but loading the save changed that?
 
Yes. Instead of spawn just one group of barbarians with a certain number of turns between one group and another, they spawn a turn after other and began to flood my capital with attacks. This save is in the turn when this happens. I was playing and committed some errors in the gameplay that I have seen necessary load an turn before. That is when this happens. Before load this save, everything was normal and the barbarian swordsman groups was spawning normally.
 
When playing civs that spawn after autoplays, sometimes you get a catapult unit on the left-bottommost tile of your flipzone.
I'm not sure how to reproduce this.
This screenshot is from a 600AD scenario England start, where you can't possibly imagine that an AI would have trained a catapult and sent it there during the autoplay.

Civ4ScreenShot0134.JPG
 
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