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Which event? I've now tested all the events that pop up for me and they seem to work. Keep in mind that E&D has a few bugs that sukritact intends to fix in his next version.

G

It was the one where your diplomacy with a citystate broke down and you have the option to say "We were going to declare war on them anyways" and recieve a bigger influencepenalty plus a unit. Got the penalty but no unit.
 
It was the one where your diplomacy with a citystate broke down and you have the option to say "We were going to declare war on them anyways" and recieve a bigger influencepenalty plus a unit. Got the penalty but no unit.

Ah. I've tested that one, and I have gotten the unit every time. It appears in your capital, even if you have a unit in your capital, so perhaps you are mistaking the newly-created unit for a pre-existing unit? If not, I'd post this to the E&D subforum, as I haven't messed with the lua in that one (and there's nothing in the CBP that would cause problems with that lua).

G
 
Ah. I've tested that one, and I have gotten the unit every time. It appears in your capital, even if you have a unit in your capital, so perhaps you are mistaking the newly-created unit for a pre-existing unit? If not, I'd post this to the E&D subforum, as I haven't messed with the lua in that one (and there's nothing in the CBP that would cause problems with that lua).

G

I'm pretty sure I didn't mistake it for an existing unit but I'll see if I get the event again.
 
As Suleiman I only got a free caravansary in my first 5 cities.
This may be completely unrelated but my 6th and 7th city were founded using a pioneer and my 8th city I stole from someone else.
 
So I noticed that building a courthouse in an annexed city removes the production bonus from the might policy. That makes perfect sense as the courthouse also gets rid of the downside. In my last game, however, I specifically avoided building courthouses and still saw the bonus go away.

Unfortunately I have no idea when this happened or what could have caused it. I just saw that production had gone down, and the mouse-over didn't mention the buff anymore. This was in the 2/4 version. I'll try and pay closer attention when I make a new game with the 2/6 version and see if I can find some actual details.
 
1. The Piety Policy that grants +3 production for cities with your Religion is providing +4 production instead.

2. When I found a city I am getting the +50 gold from constructing new buildings from the Industry Opener, even though there are no buildings in the new city (using Settler)

3. I don't know if this is a bug or not, but have you reduced Tech Costs? I am playing on Immortal, and I and several AI's have entered the Renaissance in 400 A.D. In previous versions the Tech Costs were such that progress happened at just the right pace, and I was hitting Renaissance at around 1200 A.D. It seems like techs are being research much faster now, 3 - 5 turns for each.
 
1. The Piety Policy that grants +3 production for cities with your Religion is providing +4 production instead.

2. When I found a city I am getting the +50 gold from constructing new buildings from the Industry Opener, even though there are no buildings in the new city (using Settler)

3. I don't know if this is a bug or not, but have you reduced Tech Costs? I am playing on Immortal, and I and several AI's have entered the Renaissance in 400 A.D. In previous versions the Tech Costs were such that progress happened at just the right pace, and I was hitting Renaissance at around 1200 A.D. It seems like techs are being research much faster now, 3 - 5 turns for each.

#2 is probably from a mod that adds invisible buildings to cities to give abilities. Using E&D of any other mods?
G
 
Yes, using E&D.

The tech costs are kind of a problem in my opinion. They've gotten a lot cheaper, and I and the top civs are entering the Industrial Era at 1200 AD. A couple of updates ago the timing was perfect, I was entering Industrial at 1600 or 1700 AD, which is probably as it should be.
 
Yes, using E&D.

The tech costs are kind of a problem in my opinion. They've gotten a lot cheaper, and I and the top civs are entering the Industrial Era at 1200 AD. A couple of updates ago the timing was perfect, I was entering Industrial at 1600 or 1700 AD, which is probably as it should be.

I think E&D may be the culprit there, as I believe it uses spoof buildings in some instances to achieve results. I might be wrong though, but I am fairly certain on this point. I've double checked that code and it only fires when a building is added to the city. I'm going to try to edit it for the next release so that it doesn't give gold from buildings created during founding (if possible). Is tricky, as the process building code is called at odd times.

Regarding tech costs, I made some adjustments, but none so drastic as that. If you want to tweak the values a bit for experiment's sake, you can find them in the CBP/Balance Changes/Techs/TechCosts.sql file. Each line references a new column in the tech tree. So x = 1 is the first set of techs after agriculture, x = 2 the next set, and so on.

If I may ask, what civs and difficulty? Also, game speed and other mods?
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I am playing Japan. Top civs are Mongols, India, Russia, and Songhai. Mongols and I are advancing crazy fast. And the Mongols have 19 cities and -18 happiness. The City-State surrender ability keeps going off, more than half their cities are city-states.

Immortal difficulty, 22 civs, Huge Earth map. Standard Speed. Only mods are those in your mod pack plus InfoAddict.

I popped a really lucky faith goody hut early on, so I managed to grab the Path to Transcendence belief, which is amazing. It's like a free tech, free policy, free golden age, free Great Prophet, and a pile of gold each era.

Something else I noticed in this version: The AI is spamming forts all over their borders. But they're not keeping any units in the forts, so they're not that useful in defending against a prepared invasion.
 
I am playing Japan. Top civs are Mongols, India, Russia, and Songhai. Mongols and I are advancing crazy fast. And the Mongols have 19 cities and -18 happiness. The City-State surrender ability keeps going off, more than half their cities are city-states.

Immortal difficulty, 22 civs, Huge Earth map. Standard Speed. Only mods are those in your mod pack plus InfoAddict.

I popped a really lucky faith goody hut early on, so I managed to grab the Path to Transcendence belief, which is amazing. It's like a free tech, free policy, free golden age, free Great Prophet, and a pile of gold each era.

Something else I noticed in this version: The AI is spamming forts all over their borders. But they're not keeping any units in the forts, so they're not that useful in defending against a prepared invasion.

Which version? The one I posted yesterday?

Path of Transcendence is good...possibly too good. We'll see. Regarding tech growth, I'll see about scaling it a bit more from the medieval era on to control tech growth.

Regarding AI fort spam, they should only be placing them on borders near other major civs (minors do this too) and, if they have enough troops, they'll put people in the forts as sentries. The AI can definitely do this – I've seen them do it quite a bit (they sometimes like to hop one unit back and forth between two different forts, but that's a bit of a quirk). The AI always opts to defend its cities with garrisons/surrounding units first, so if they have empty forts, it is usually a sign that their army is spread a little thin or they're prepping for an attack and have pulled on loose units.
G
 
Yes, the 2/6 version.

The tech costs do need some scaling back to where they were a couple versions ago IMO. I made 3 corvettes and sent them to a war, and by the time they crossed the ocean they were already obsolete. Of course Ironclads are just 1 column away from Corvettes, but still...

Also, the Samurai, which has 28 Strength and just kicks ass, upgrades to a Musketman right now, which has 24 Strength. It's a retrograde, not an upgrade, and costs 140 gold on top of that. Maybe have Samurai upgrade to Riflemen instead? (the ones that unlock at Rifling) That's also when the Samurai becomes obsolete, so it'd be consistent.

I went into the Tech Costs SQL file and did a 20% across-the-board increase in costs and things seem better now. I think at least a 10% increase would work well. I really liked tech costs the way they were 2 or 3 releases ago.

On another note: I really like how Social Policy costs scale now. You get them at just the right pace to be satisfying and fun. However I found an issue: The Policy Tree finisher tooltip text says that the finisher provides 1 of 3 points necessary to choose an ideology. I believe it should say that it provides 1 of 4 points, since an ideology requires 4 completed policy trees, I believe.
 
Path of Transcendence does give a pretty enormous boost when it activates...but it also only activates seven times through the entire game, and does literally nothing at all other times. And that's if you somehow get it in the ancient era. It probably does need to be toned down a bit, but the boosts DO need to be quite large to be worthwhile.
 
Path of Transcendence is very powerful and very nice. And super satisfying!

I don't think it's crazy OP though. Like you said, outside the Era transitions it does nothing. It does amount to a free tech and enough culture for an extra social policy per era, plus enough faith to get a great prophet or go on a missionary shopping spree.

I like its flexibility; you can decide where you want your bonus of the era to go each time.

I think if it gets nerfed, then the logical place to do it is to just remove the bonus pile of gold per era, and keep every other bonus the same. What does Gold have to do with Transcendence anyway? Seems too materialistic to me...
 
Gazebo, since it seems as though your maintaining your own version of E&D I'd just like to make sure you've seen this CTD fix.

\Skodkim
 
Gazebo, since it seems as though your maintaining your own version of E&D I'd just like to make sure you've seen this CTD fix.

\Skodkim

I've seen it now, and I'll include the fix. I'm only maintaining a separate version to keep things compatible - I generally follow sukritact's lead on all things for E&D.

I think if it gets nerfed, then the logical place to do it is to just remove the bonus pile of gold per era, and keep every other bonus the same. What does Gold have to do with Transcendence anyway? Seems too materialistic to me...

Perhaps, but that'd make the tooltip harder to explain. I might reduce everything just a wee bit, but not too much.

Path of Transcendence does give a pretty enormous boost when it activates...but it also only activates seven times through the entire game, and does literally nothing at all other times. And that's if you somehow get it in the ancient era. It probably does need to be toned down a bit, but the boosts DO need to be quite large to be worthwhile.

The tech costs do need some scaling back to where they were a couple versions ago IMO. I made 3 corvettes and sent them to a war, and by the time they crossed the ocean they were already obsolete. Of course Ironclads are just 1 column away from Corvettes, but still...

Also, the Samurai, which has 28 Strength and just kicks ass, upgrades to a Musketman right now, which has 24 Strength. It's a retrograde, not an upgrade, and costs 140 gold on top of that. Maybe have Samurai upgrade to Riflemen instead? (the ones that unlock at Rifling) That's also when the Samurai becomes obsolete, so it'd be consistent.

I went into the Tech Costs SQL file and did a 20% across-the-board increase in costs and things seem better now. I think at least a 10% increase would work well. I really liked tech costs the way they were 2 or 3 releases ago.

On another note: I really like how Social Policy costs scale now. You get them at just the right pace to be satisfying and fun. However I found an issue: The Policy Tree finisher tooltip text says that the finisher provides 1 of 3 points necessary to choose an ideology. I believe it should say that it provides 1 of 4 points, since an ideology requires 4 completed policy trees, I believe.

Fixed. If you don't mind, upload the techcost changes you made here and I'll include them. To be honest, I don't get to play full games all that often (Too busy making this mod for you all!) so I have to rely on the AI to guess whether or not tech progress is fair. Using numbers generated by you all is far more accurate of real gameplay numbers.

Agreed.
G
 
I noticed that the Great Admiral doesn't benefit from the Great Lighthouse buff. Is this intended since he's not technically classified as a military unit? It's been rather frustrating, as he now lags behind the entire navy. On a similar note, while this certainly isn't a bug and is therefore in the wrong thread, I feel like he should gain movement as you tech to higher movement ships for the same reason.
 
Not sure if this was mentioned, but I'm still having leaders offer me gifts but refuse as soon as you press accept. Not a single gift transaction has been complete.
 
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