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Question: Do kasbahs still provide additional production and gold per adjacent kasbah?

These were built on Jungle + Plains tiles with a university, hence the extra production, food, science. But I don't see the adjacent bonuses.

The description of the kasbah having these bonuses can be seen if you hover over Morocco's UB in the civilization selection menu when you start up the game. Is this adjacent bonus just an artifact?
 
Question: Do kasbahs still provide additional production and gold per adjacent kasbah?

These were built on Jungle + Plains tiles with a university, hence the extra production, food, science. But I don't see the adjacent bonuses.

The description of the kasbah having these bonuses can be seen if you hover over Morocco's UB in the civilization selection menu when you start up the game. Is this adjacent bonus just an artifact?

Text is outdated, yep. I'll fix.
G
 
The Cathedral of S:t Basil is broken in the latest version, it does not trigger a reformation belief. It still gives a social policy, so it isn't all bad. But yeah :D


EDIT: actually, the reformation belief showed up the next turn, still confusing :D
 
The Cathedral of S:t Basil is broken in the latest version, it does not trigger a reformation belief. It still gives a social policy, so it isn't all bad. But yeah :D


EDIT: actually, the reformation belief showed up the next turn, still confusing :D

Confusing how?
 
Hi, all - I need some help with making the mod work. I've installed the mod from the main thread and the mod appears in the MOD list as it should, but when I try to check it off, it reads, "Mod is missing required dependencies." How do I find the right dependencies? I figured they'd all be included with the package.
 
It used to arrive the same turn you completed the wonder, but now it arrives the next turn. You wouldn't find that confusing?

Depends on how you got it - if you get it naturally it'll proc the reformation at the same time it finishes. If you use an engineer, the player refresh won't happen until the next turn.

G
 
Hi, all - I need some help with making the mod work. I've installed the mod from the main thread and the mod appears in the MOD list as it should, but when I try to check it off, it reads, "Mod is missing required dependencies." How do I find the right dependencies? I figured they'd all be included with the package.

Hi, I suppose you downloaded and istalled it fom the exe auto-installer and you are on a PC (not Mac), correct?

Then you have to activate the mods in this order (it won't let you activate them in a different order, which is what you are probably trying to do):

1. Community Patch
2. Community Balance Patch
3. City-State Diplomacy
4. Civ4 Diplomacy
5. The Compatibility mod
6. More Luxuries

I cannot try it ingame right now, but it should be correct - if not, follow the installation instructions PDF:
https://mega.nz/#!vApnySCQ!WhZ8rzzZA39rJn8kvctZp8PRUpIjpZd_6fwzEVzq9HE

It is well explained there.
 
Depends on how you got it - if you get it naturally it'll proc the reformation at the same time it finishes. If you use an engineer, the player refresh won't happen until the next turn.

Wow, so that's it? I just saw it not trigger from someone building the wonder 4 games in a row (them not picking a reformationbelief the same turn) and when I built it myself in my France-game I had to engineer rush it because my holy city ended up in a crappy city.
That's actually really random. Thanks for clearing that up.
 
Wow, so that's it? I just saw it not trigger from someone building the wonder 4 games in a row (them not picking a reformationbelief the same turn) and when I built it myself in my France-game I had to engineer rush it because my holy city ended up in a crappy city.
That's actually really random. Thanks for clearing that up.

The code for the reformation selection only fires at the start of your turn (or rather during the number-crunching part of your turn). The building simply sets the value to true so that, when that code is reached, it passes into the selection.

G
 
Latest version with EUI:

Taking the first policy in Piety does not update the Temple's tooltip for the extra culture.
 
Are free buildings from wonders supposed to disappear on city conquest?

I conquered a city with the Great Wall and a Great Lighthouse and the free buildings disappeared ( i would have to build them myself).
 
Are free buildings from wonders supposed to disappear on city conquest?

I conquered a city with the Great Wall and a Great Lighthouse and the free buildings disappeared ( i would have to build them myself).

They can, yep. Uses it's conquestprob value to see if it stays. If you want all buildings to stay, I recommend Rome. :)

G
 
They can, yep. Uses it's conquestprob value to see if it stays. If you want all buildings to stay, I recommend Rome. :)

G

But like... isn't that kinda weird? Seems bizarre for a city with a "Great Library" wonder to not have a functioning library? D: Or A city with a "Great Wall" to not have walls?

I guess I can role play and say that parts of these buildings were "damaged" during conquest or something and will require some work to function again :cry:

I'm hoping that once I rebuild a library it becomes "free" again? :S
 
But like... isn't that kinda weird? Seems bizarre for a city with a "Great Library" wonder to not have a functioning library? D: Or A city with a "Great Wall" to not have walls?

I guess I can role play and say that parts of these buildings were "damaged" during conquest or something and will require some work to function again :cry:

I'm hoping that once I rebuild a library it becomes "free" again? :S

Nay, once destroyed, is gone.

The Great Library is a library, so really the free library was just double library, which is redundant. You sensibly knocked one down during conquest.
G
 
Just an update to the problem me and NigelC are having: the policy that refuses to appear taken seem to not actually "close" the policy tree. I'm not sure if the "closure" bonuses are active but it isn't giving a point towards ideologies.
 
Just an update to the problem me and NigelC are having: the policy that refuses to appear taken seem to not actually "close" the policy tree. I'm not sure if the "closure" bonuses are active but it isn't giving a point towards ideologies.

The problem is just cosmetic - I forgot that some of the liberty icons use new atlases when I changed them around, thus the 'locked' policy icon wasn't the correct one.

G
 
Few bugs with latest build:

- Only after like 50 turns, a few Civs I met already "hate me because they know you are competing with them", when I don't even know what path of Victory to take yet - it just happens way too early.
- Can't build mines on desert hills anymore?
 
Crash during AI turn with CPP 10-21.
 

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