C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

BUG/PROBLEM: Enforcers are gaining experience automatically when build up is on crime fighting, storyteller should also gain experience automatically when build up is on teaching, but looks like they dont, they never get experience and so they cant be promoted.
 
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BUG/PROBLEM: Enforcers are gaining experience automatically when build up is on crime fighting, storyteller should also gain experience automatically when build up is on teaching, but looks like they dont, they never get experience.
This is @Thunderbrd zone, unless it is just XML tags.

Can't find tags passive xp gain, so it is DLL stuff most likely.
 
BUG/PROBLEM: Pedia textbug in all story buildings.
 

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This is @Thunderbrd zone, unless it is just XML tags.

Can't find tags passive xp gain, so it is DLL stuff most likely.
The enforcers gaining XP are only doing so because they are investigating a local criminal. There must be a local criminal hiding out in the city for this to happen and it only happens for the primary investigator. It's one of the benefits of having that adversity present.

Yes, down the road there are plans to add XP gain over time with different buildups at differing rates. You'll be able to select training buildups specifically that don't give any other benefit at all, perhaps even weaken the unit, but allow for the maximum growth of XP over time. All that is a project not yet sorted out.
 
Turn 1356, welcome in ancient era. :woohoo:
Turn time around 55s, so far so good. 7 cities and treasury almost empty. One of my city was razed in war with greece, hate Alexander so much :mad:. Managed to conquer 2 cities from ottoman and babylon.
Next report on turn 1500, if i survive :lol:.

Pit, you should not play with revolution mod, AI cant handle very well revolution. You have been warned.
PS: dont run game with youtube in background or game will crash every few turns without error. Dont know why.
 

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Turn 1356, welcome in ancient era. :woohoo:
Turn time around 55s, so far so good. 7 cities and treasury almost empty. One of my city was razed in war with greece, hate Alexander so much :mad:. Managed to conquer 2 cities from ottoman and babylon.
Next report on turn 1500, if i survive :lol:.

Pit, you should not play with revolution mod, AI cant handle very well revolution. You have been warned.
PS: dont run game with youtube in background or game will crash every few turns without error. Dont know why.

Revolutions works fine now, before some month AI had problems, but they dont have it now, all fine so far. Revolutions gameplay rocks, makes it harder also more interesting and interesting AI gameplay. If it makes problems later, you can turn it off in WB but revolutions system is ok now as it looks like because of all the stability bonuses you get with village halls and so on. No problem so far, not one revolution happend for now. Revolutions will not happen too much now i think.

No problems with youtube documentations in backround for me on my fast machine. ;) (WIN 10) Also there was a random CTD fixed, update to latest SVN. Pressing "Yes" at recalculation takes a while, wait patiently.

You survived 1356 turns with russia not to bad. :goodjob:
 
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BUG/PROBLEM: Stick combat is not displaying requirements of hunters camp or stick gatherer in city screen. Maybe because stick gatherer got obsolet already?
 

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BUG/PROBLEM: Jewelry Store is missing some +% gold from pearls.
 

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BUG/PROBLEM: Jewelry Store is missing some +% gold from pearls.
You should post these reports in the BUG threads. They may not always be remembered otherwise. Seen but forget.
 
You should post these reports in the BUG threads. They may not always be remembered otherwise. Seen but forget.

Gets noticed here enouth, reporting here what i discover in my scenario/map can be linked on. I use it also as my bug archive to fix and adapt my scenario/map if needed. No time to read all bugs and if they are already reported, works fine here and the team is fixing the stuff i report fast. If not fixed fast enouth i make trouble and place a link in to the bug report here in the BUG section sometimes. ;)
 
SUGGESTION: There is a need for agr. livestock breeding, as the AI builds many citys now the hunting terrain will go low later in game, so there are a need for breeding of pigs, ducks, cows and sheeps and so on usefull to give later citys the pig and cow herds and bonus buildings if hunting goes slower/lower. Or anything like this is already in mod? I see only breading pair horse, donkey and wolf.

GAME REPORT: About turn 1300, still alot to conquer lol. :king::goodjob::crazyeye: I control north america, i dominate south america but cant take it now, my economy is in trouble and low, i am still the world leader by points but i am not the the leader of research! I am not sure how long i can keep my world leader position, letz see how long i can keep my world leader position. England is founding a large colonial empire, gahndi is rising, alot of civs now over 100 points. I gave military aid to the french to fight the other european nations but now the greeks are comming and expanding, that game will rock, best game ever.

upload_2018-9-12_22-58-37.jpeg
 
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BUG/PROBLEM: Pedia Bug here, has to be shamanism not Andeanism. Screenie 1

Will that animal heal promotion heal my mammoth rider units? They count as mounted? Will it heal them faster? Screenie 2
 

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Will that animal heal promotion heal my mammoth rider units? They count as mounted? Will it heal them faster? Screenie 2
Yes and no. They count as an animal and as people. When damage is assigned it is equally assigned to both types on the unit. When healing support makes one side of that damage heal faster than the other, the slower healing side is what counts as your actual damage. It's possible, therefore, for the people to heal faster than the animals but the unit overall is still considered as injured as the larger amount of damage remaining, which is on the animals.

Thus you really need to cover your stacks with healing for both types (and for chariots you actually need mechanical support as well as healing support for people and animals.) Rather, you need that if you want to speed up your healing for the stack at least... The point is that if you only have people healers, mounted units like elephants and any other kind of rider are going to heal as slow as if they are unsupported by healing assistance at all. But at least your people-only units like swordsmen and such will heal quickly and be there to defend the mounted and mechanical ones as they spend more time recovering.
 
Edit: (Will continue this report later and add pictures)

This is now the best game i ever gamed :goodjob:, better and deeper than all other crap you can buy currently on the market, really good work guys, its a pleasure to do scenarios/maps for C2C. I am trying to build up my USA as superpower now, but some other superpowers are rising, the aborigines are killing menzies-australia currently can we stop them to become a superpower? We have to do something about this, these agressive yagan is already world leader in technology and expanding like hell, problem is we have no trade route to this region yet, bad babarians blocked our costal trade routes and it still a long way to the tech we can enable ocean trade routes. But a small force is on the way to clear our trade routes and destroy the babarians that pirate out trade routes. Maybe if we are not to late we can give at least military aid to australia, but we may be to late to stop the aborigines. :shifty: What then? Well we can try to give a new home to the refugees from australia if needed but what then? The aborigines wildlings will have open space to expand far and strong, so we need to send a expediton force into the australian region and we can try to build a outpost or a colony in indonesia to stop these agressive aborigines. Without the tech of open borders we need to make war with jivaro and the polinesia civ so that we can reach australia with the costal way included in the scenario. Problems over problems and large distances of the map. :crazyeye: In asia is china on the move to the top and japan is risining, ghandi took india and is already strong, england is expanding and getting colonys far away, europe is a slaugtherhouse and egypt and mansa, shaka and carthago are on the rise in afrika, who will be the superpower in this region? Trade is starting now, we will build up our global trade now to get our economy back to the top. All over small national problems! Barbarians spawning all over sometimes. :king::goodjob: Thats a leading of a nation on a large global scale now! Can we stand the test of time and be the superpower global in the world or only in north america?
 
Yes and no. They count as an animal and as people. When damage is assigned it is equally assigned to both types on the unit. When healing support makes one side of that damage heal faster than the other, the slower healing side is what counts as your actual damage. It's possible, therefore, for the people to heal faster than the animals but the unit overall is still considered as injured as the larger amount of damage remaining, which is on the animals.

Thus you really need to cover your stacks with healing for both types (and for chariots you actually need mechanical support as well as healing support for people and animals.) Rather, you need that if you want to speed up your healing for the stack at least... The point is that if you only have people healers, mounted units like elephants and any other kind of rider are going to heal as slow as if they are unsupported by healing assistance at all. But at least your people-only units like swordsmen and such will heal quickly and be there to defend the mounted and mechanical ones as they spend more time recovering.

Ok, good to know. On the trade units like Base: 25 Mult: x1 meens that 25 gold per 1 plot moved away like to a foreign city 20 plots away = 25 x 20 plots = 500 gold? When trade mission is conducted... or doesnt it matter now how far you move a trade unit now to get more gold? Screenie...
 

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Ok, good to know. On the trade units like Base: 25 Mult: x1 meens that 25 gold per 1 plot moved away like to a foreign city 20 plots away = 25 x 20 plots = 500 gold? When trade mission is conducted... or doesnt it matter now how far you move a trade unit now to get more gold? Screenie...
That's not the calculation but it does matter how far away they go from their home city to do their trade mission, something like a 1% per plot modifier or something. Sometimes it matters a lot if it's the capital you are performing the trade mission in.
 
BUG/PROBLEM: Hmm my city mohawk is missing the crime shoplifting, all other citys have it by +150 crime, i bet its because they are the holyy city of mesopotanism... if you want to fix that and need my savegame let me know. Or is it normal holy citys dont get crimes? But maybe it has another cause, maybe city was Iroquois start civ? I conquered the city. Or maybe a wonder cause this.

Edit: Fixed by recalculation.
 

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