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

Slash and burn the jungle, then build a farm on the free land. :thumbsup: Works fine, but no hammers for the burned jungle. :thumbsup: Also build a farm directly on a jungle/grassland plot works, tells you jungle will be removed, but dont works on plains/jungle. Hopfully you did understand it now. :) So has to work on plains/jungle also... and make sense, you can burn it and farm then, but it will not give you hammers for removing the jungle because you burned it and nothing is left to collect it. :crazyeye: Faustmouse may be right with whats causing this... but on empty plain plots you can build a farm at least with irrigration researched and well player can burn the jungle and farm then, but on other jungle plots the farm button works directly, if you want to fix that fine if not player can remove the jungle and build a farm then. Just a bit annoying to the player why it works on most plots but not on plain plots.
 
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BUG/PROBLEM: Scarecrows not displaying anymore in mouse hover over that it removes the pests crows. Its only displayed in the pedia now. Same problem maybe on other anti pests buildings.
Might be a bug option regarding the hover display. Might be something more. Will have to take a look at some point. I think there is an option for showing replacements in the city build tooltips. Do you have the option on that keeps you from seeing the buildings that other buildings you can already build would replace? It might be that the designer of that option must've thought you wouldn't then need to see what buildings replace what on the tooltips if that's on.
 
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BUG/PROBLEM: If the spy is considered a civilian unit then he should get the same XP bonus than my sory tellers and healers do...?!? But he gets only 1 XP... 2 screenies...
What I find odd is that the storytellers and healers don't show the xp from being a civilian. They are probably getting it but it's being shown as part of something else maybe. Spies work differently in the way they compile XP and just about everything else, including display. This may not be inaccurate because there's other things that would influence the xp on the storytellers and healers that wouldn't influence the xp for a spy.
 
Slash and burn the jungle, then build a farm on the free land. :thumbsup: Works fine, but no hammers for the burned jungle. :thumbsup: Also build a farm directly on a jungle/grassland plot works, tells you jungle will be removed, but dont works on plains/jungle. Hopfully you did understand it now. :) So has to work on plains/jungle also... and make sense, you can burn it and farm then, but it will not give you hammers for removing the jungle because you burned it and nothing is left to collect it. :crazyeye: Faustmouse may be right with whats causing this... but on empty plain plots you can build a farm at least with irrigration researched and well player can burn the jungle and farm then, but on other jungle plots the farm button works directly, if you want to fix that fine if not player can remove the jungle and build a farm then. Just a bit annoying to the player why it works on most plots but not on plain plots.
There's probably not a build for building a farm over a jungle that applies to the worker types you are trying to use. What workers are you trying to utilize?
 
Might be a bug option regarding the hover display. Might be something more. Will have to take a look at some point. I think there is an option for showing replacements in the city build tooltips. Do you have the option on that keeps you from seeing the buildings that other buildings you can already build would replace? It might be that the designer of that option must've thought you wouldn't then need to see what buildings replace what on the tooltips if that's on.

Worked before some updates.

"There's probably not a build for building a farm over a jungle that applies to the worker types you are trying to use. What workers are you trying to utilize?"

On all workers same problem, i tested standard and mammoth worker just dosent work correctly and plains already have 1 food. Needs to have there jungle camp and farm+will remove the jungle.

Plz dont forget posting #813, no scout buildable now if you researched guide/stalker tech or maybe because i have pack lama thats overwirting him. (Maybe pack mule will overwirte the guide also but i dont have it yet available.) https://forums.civfanatics.com/thre...tible-by-pit2015.552901/page-41#post-15040590

Also the china civ had a revolution and now they controlled it for 200 turns, good to see the AI is able to fight and survive a revolution.
 
BUG/PROBLEM: Same worker problem on taiga/forrest, but there the problem is as it looks like that irrigration is not spreading into taiga, so i can build a farm on a taiga/foreest/river plot but i cant on a taiga/forrest plot without river, you see i have irrigrated farms near it, should spread irrigration into the taiga plot. (Jungle plots problem is a different problem because it will also not work on a river plot)

Savegame attached, go to city "mutal" south america find the swordman with 2 workers and check jungle/plains problem then go to anchorage in alaska, find the mammouth worker and look the taiga problem. Can build a farm on the river taiga plot but not on a taiga plot thats not at a river also not if irrigrated farms near by and yes i have irrigration researched.

Ahhh and interesting the farm button will show up on these problem plots when the plot is not visible actualy by any unit or city!!! Even if there are no city borders! (Plot has to be darker) But if you move there and the plot is visible by city or unit the farm button is missing on these two problems. (Jungle/plains/With and without river dont works here irrigration works here and Taiga/foreest/Without river and irrigration dont works here)

One more problem there:
Hmm also mammouth worker cant remove a forrest in a taiga plot, normal worker can! But the mamouth worker can build a farm (Only with river) and remove the forrest this way. That looks like a third mamouth worker problem.

Mammouth worker has only the button remove vegetation and is missing the button burn vegetation.
 

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Plz dont forget posting #813, no scout buildable now if you researched guide/stalker tech or maybe because i have pack lama thats overwirting him. (Maybe pack mule will overwirte the guide also but i dont have it yet available.) https://forums.civfanatics.com/thre...tible-by-pit2015.552901/page-41#post-15040590
Actually, you explained why the guide cannot be trained. It's upgrade can be already. That's an automatic reason it cannot be trained. I agree that they shouldn't be replacements for the Guide but that's something to address on a unit review, not a spot debug.


Leave all your bug reports up here. When I do get to debugging in a month or two (I'm taking a break from that for a long long time) then I'll review them here again. This is my time to play a game myself as I consider what to develop. Bugs, unless extremely severe, are not a priority at this point in the development cycle. Frankly, I'm exhausted of working on them so unless it would bother me personally, I'm not worrying about them at the moment.
 
Actually, you explained why the guide cannot be trained. It's upgrade can be already. That's an automatic reason it cannot be trained. I agree that they shouldn't be replacements for the Guide but that's something to address on a unit review, not a spot debug.


Leave all your bug reports up here. When I do get to debugging in a month or two (I'm taking a break from that for a long long time) then I'll review them here again. This is my time to play a game myself as I consider what to develop. Bugs, unless extremely severe, are not a priority at this point in the development cycle. Frankly, I'm exhausted of working on them so unless it would bother me personally, I'm not worrying about them at the moment.

Ok, yep collecting all bugs here that i find. Reread the posting #826, i had to edit it.
 
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BUG/PROBLEM: Plz if possible give field commanders the forced and quick march button so they can keep up with the army.
 
BUG/PROBLEM: Plz if possible give field commanders the forced and quick march button so they can keep up with the army.
They can't. When they get a bonus to movement it translates over to the units under their control instead of them. Someday, hopefully soon, they'll get the ability to be loaded onto some faster units, like jeeps.
 
They can't. When they get a bonus to movement it translates over to the units under their control instead of them. Someday, hopefully soon, they'll get the ability to be loaded onto some faster units, like jeeps.

Ah ok.
 
BUG/PROBLEM: Same worker problem on taiga/forrest, but there the problem is as it looks like that irrigration is not spreading into taiga, so i can build a farm on a taiga/foreest/river plot but i cant on a taiga/forrest plot without river, you see i have irrigrated farms near it, should spread irrigration into the taiga plot. (Jungle plots problem is a different problem because it will also not work on a river plot)

Savegame attached, go to city "mutal" south america find the swordman with 2 workers and check jungle/plains problem then go to anchorage in alaska, find the mammouth worker and look the taiga problem. Can build a farm on the river taiga plot but not on a taiga plot thats not at a river also not if irrigrated farms near by and yes i have irrigration researched.

Ahhh and interesting the farm button will show up on these problem plots when the plot is not visible actualy by any unit or city!!! Even if there are no city borders! (Plot has to be darker) But if you move there and the plot is visible by city or unit the farm button is missing on these two problems. (Jungle/plains/With and without river dont works here irrigration works here and Taiga/foreest/Without river and irrigration dont works here)
I can confirm that I saw something like this earlier tonight. BUT... so what? Just chop first? Is that somehow a problem? I think it was on a plot that didn't have any food so the answer given earlier for this effect made sense.

Oh, also, after the latest SVN update or rather the v38.1 version, does your viking nation get unstuck from its dilemma eventually?

ALSO, In my game, I looked at the scarecrow and it showed the line that's missing on yours that explains what it replaces (in the city build selection panel where your graphic shows it missing) so I'm almost 100% positive that it can only be a bug option difference on your end there.
 
I can confirm that I saw something like this earlier tonight. BUT... so what? Just chop first? Is that somehow a problem? I think it was on a plot that didn't have any food so the answer given earlier for this effect made sense.

Oh, also, after the latest SVN update or rather the v38.1 version, does your viking nation get unstuck from its dilemma eventually?

ALSO, In my game, I looked at the scarecrow and it showed the line that's missing on yours that explains what it replaces (in the city build selection panel where your graphic shows it missing) so I'm almost 100% positive that it can only be a bug option difference on your end there.

Plains/Jungle plots already have 1 food, i am unsure on taiga/forrest plots where these probmems occur, yep chop first than farm works minor but may annoying new players.

Updated today to 9924, yesterday viking still stuck, will check later again.

Scarecrow missing message cant be a BUG problem, i changed nothing and it worked before.

( NO scarecrows bug isnt fixed, its only on my capital city not displaying on other citys its displaying correctly. So its capatial city or city problem ) 2 Screenies...
 

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Plains/Jungle plots already have 1 food, i am unsure on taiga/forrest plots where these probmems occur, yep chop first than farm works minor but may annoying new players.

Updated today to 9924, yesterday viking still stuck, will check later again.

Scarecrow missing message cant be a BUG problem, i changed nothing and it worked before.

( NO scarecrows bug isnt fixed, its only on my capital city not displaying on other citys its displaying correctly. So its capatial city or city problem ) 2 Screenies...

Scarecrow is Not a bug at all. You Capital has enough Pop and hammers to get the +1:) and +1:food:. the other city does not have enough yet for the value to reach the +1. Remember BtS calculations Always round down.

C'mon Pit get with it. :P:rolleyes::mischief:
 
What has this to do with that the hover over text "Removes Pests Crows" is not displaying in capital city but on other citys? Minor bug, but is a bug, ok letz call it problem. :thumbsup:

Same problem on my city mowhawk, so looks like has to do something with city size, mowhawk has 19 and capital has 19 too...

Yep text "Removes Pests Crows" displays only up to a city with pop 11, dont displays on citys with pop 12 or higher. And yes in citys where the text is not displaying the pest crows are in that city.
 
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What has this to do with that the hover over text "Removes Pests Crows" is not displaying in capital city but on other citys? Minor bug, but is a bug, ok letz call it problem. :thumbsup:
You still don't get it do you. The Hover over is Not a static text.

So No not a problem at all. Just a player misunderstanding of how things work.
 
You still don't get it do you. The Hover over is Not a static text.

So No not a problem at all. Just a player misunderstanding of how things work.

This text should work on citys over pop 12 also. :crazyeye::thumbsup:
 
YEAH BABY YEAH! Took 1321 turns to finish!!! Screenshot. :goodjob::goodjob::goodjob:
 

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Now that you have your bonus who will be you next victim?
 
Plains/Jungle plots already have 1 food, i am unsure on taiga/forrest plots where these probmems occur, yep chop first than farm works minor but may annoying new players.
There are worse things. The reason you cannot farm on a plot that has no food is because it's a limitation that is established for polar region plots to act as they should. That goes back to vanilla and disrupting it is not advised.

( NO scarecrows bug isnt fixed, its only on my capital city not displaying on other citys its displaying correctly. So its capatial city or city problem ) 2 Screenies...
That IS strange. I'll try to remember to take a look at the 'replaces' text display setup in the code to see if there's any way I can figure out why it would display in one city but not another.
Yep text "Removes Pests Crows" displays only up to a city with pop 11, dont displays on citys with pop 12 or higher. And yes in citys where the text is not displaying the pest crows are in that city.
That's a POSSIBLE diagnosis and I'll look for an explanation for it in the code logic. That said, I doubt it's actually the reason or even directly related. But it's mystery enough to want to investigate.

Updated today to 9924, yesterday viking still stuck, will check later again.
I was hoping they were simply having the same research paralysis. hmm... if the size of your game wasn't so damned large, I'd love to take a look at it. As it is, just loading and finding the player index of the vikings would take half a weekend under a debug run. Nevertheless, you did post a save for it so I may have to look into it directly at some point soon.
 
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