Bugs to fix and possible improvements

JujuLautre

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Apr 9, 2007
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Kansai, Japan
Hello everyone
Since Rhye came back from Japan, he should be able to go back soon on Rand (that is, until he has an internet connection). But lots of time has passed since the release of Rand, so all ideas/bug-fixes are writen everywhere on the forum, making them difficult to find.

With his benediction, I'm opening this thread so that we can compile and organize a list of bugs to fix and possible improvements. I'll update this first post regularly with everyone's ideas, so please share !

Here is a first list of things I gathered here and there on the forum; I could not read everything, so tell me if some stuff are missing !

Bugs

UHV stuff

Civ spawning

Map stuffs


Other stuff

I'd like to include most things, even the debatable ones; after all, that's to Rhye to judge in the end if some changes should make the cut or not. So post! Post!

-- I notice this morning I forgot to put some credits; since I'm not wanting to real all the forum again, I'd like to thanks all the people mentioning these stuffs, whether there's a link or not :)

Changes included in Rand 1.10
Spoiler :

Bugs

UHV stuff

Civ spawning
  • Give stone/marble to some civ to help UHV (Egypt, Greece...)

Map stuffs

Other stuff
  • Independant cities spawning (also helps for judaism/christianity?)

Note I did not check every change by myself, I trusted Rhye on his changelog. If some things need to be changed again, don't hesitate to share it :D
 
As the Roman, I spawned near a 1-tile sea water lake that was two tiles from the actual coast: I had two galleys and a workboat blocked in there, with no chance to bring them out.
I also experienced a Great Depression during a Golden Age - wasn't this supposed not to happen?
 
New World civs meet Native conqueror event (which is in fact cool, since natives have no horses, but still wrong).
What do you mean by this one Zdarg?

Also to everyone, for the bugs, if you have saves or links to save, they are most welcome :)
 
There's another small bug: the number of units of buildings required for completing quests is always huge. Some can still be done (I once built 31 triremes...) but with buildings the quests are absolutely impossible. IMO no more that 10 should be required, even on huge maps, as that's the maximum number of cities a player can reasonably maintain.
 
I'm not sure this number can be changed, unfortunately. It is in fact based on the default number of players per map size, which is quite high in RFC. This is not a RFC problem.

I'll include it, but don't get too much hope on it imho.
 
Shall we put balancing/flavour issues here as well? There are a couple:

1. India, Maya and Khmer (to a lesser extent) too often starts in deep jungles with no chance of growing.
2. Too much corn in the old world. Ideally we should have none.
3. Grains on hills are okay; grains on desert/desert hills are stretching the imagination of the players too much.
4. No camel archer barbarians for Aztecs/Incas please.

Thanks!
 
If choosing the number of players isn't feasible then I would strongly push for a (much) higher number of players on all the map sizes. I don't see why the "Large" size shouldn't have the same number of civs as RFC does, and more crowded maps would certainly make RAND feel more like RFC.
 
Well, I don't know if it should count as a bug or feature.
Playing as Germans, I attacked Netherlands (no bad feelings, just UHV). Took Amsterdam, raised some other badly placed city and started to bombard Rotterdam. Then, a congress was annnounced. The same turn the congress started, Dutch collapsed into civil war. Still, the Oranje was present at the congress and asked Rotterdam back from independents. I didn't object (it was much easier to deal with two Dutch musketmen than with nine units located at the city before) and they got it. So, Dutch civ ceased to exist but was still there to axe.
 
I think this was mentioned elsewhere:

scale down the quests for stables/harbours/forges/libraries etc so that the players do not have to build 17 of them.
 
brucedecatz > no way to change that, unfortunately; since the number to take is the standard number of civ on the actual map size. And as said in the 1.10 patch, Rhye will not change that.
 
Arabian UHV (same as Turkey) is still not listed.
 
The cheap settler/worker bug. Sometimes the settler is as cheap as 34h. The worker hammer number is also somehow variable.
 
A bug?

In my two recent games, there were around 400 AD tons of barbs outside my borders. However, they never came inside! I just could sit there with almost no military. What is it, that they won invade me like they do with the AI. In the other game I built the Great Wall, but they even sat outside those cities, which werent inside the GW.

On Map script:

A couple of games I saw a huge Asia landmass (with High Likeliness) which is totally uncommon to reallife Asia: only grasslands, smooth hills, lots of really GOOD terrain! But typical but big continents is their aridity in the middle, especially with big mountain ranges around, like in West China, Central Asia etc. That keeps the different civs (China, India, Japan one the hand and the Middle East and European civs on the other) apart from each other. I'd like to see that in RAND, too.
 
no way to change that, unfortunately; since the number to take is the standard number of civ on the actual map size. And as said in the 1.10 patch, Rhye will not change that.

I would suggest then just removing these quest events. On a standard map you are NEVER going to have 17 cities - even 10 or so is a huge empire that is difficult to keep alive.
 
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