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Col Bug Fixes / Feature Enhancements Patch

Ive got a huge bug that needs immediate attention!!!


*MIDDLE MOUSE BUTTON DOESNT EXIT CITY SCREEN*


lol seriously, after playing so much cIV I think I press it everytime before looking around for the 'exit' button.

Sorry, I'm pretty sure that'll be in the actual exe file and not the SDK == Firaxis only can fix this.

-Ive also gotten the 'no unit cycle' bug, needed to reload to fix it, no biggie.

On the list.

-I also think this is a bug: The REF will stay in your captured settlements after taking it, even after theyve 'healed up' they will still leave a lot, if not all the arty in there, perfect for my cannons to come in and eliminate them. In my last game for all intents and purposes I lost, but b/c they stayed in 2 colonies they captured, I was easily able to destroy the last 25 of their units. There was still 60 turns left, so its not like they could 'out-wait' me. Please make the REF more aggressive after taking colonies.

-Thanks for doing this =D

That's a case of bad AI. We're working on bugs and severe game balance problems first. The AI has gotten some work already, but most of that will come later. :)
 
Ive got a huge bug that needs immediate attention!!!


*MIDDLE MOUSE BUTTON DOESNT EXIT CITY SCREEN*


lol seriously, after playing so much cIV I think I press it everytime before looking around for the 'exit' button.
ESC works like a charm. :p
 
Dale,

This morning I found one bug and one umm, disturbing loss of a CIV feature.

1) When there is an AI of the same nationality as you (e.g., you're both Dutch), when the AI establishes a mission, and the converted native shows up, the game gives it to YOU rather than the AI.

2) When loading onto a ship from a non-port tile (i.e., you have 2 ships off shore and you move the guy onto the ships), the game does not prompt you which ship you want to load on (as CIV does). This is especially problematic since treasures now take up the whole capacity of a galleon AND since it appears the default is the galleon. So if you have a galleon and a merchantman in the same spot, and move a guy from the land to the sea tile, the guy goes onto the galleon.
 
1) I'm not sure this is a Dale-mod problem, Wodan.

2) Are you sure both boats carry units? Frigates and Privateers can't carry humans anymore, for instance.
 
1) I'm not sure this is a Dale-mod problem, Wodan.
I can't imagine why it wouldn't be. Unless it's fixable only by Firaxis because it affects the core engine. In which case it goes on their list to provide to them. Either way, it is something for them to act upon one way or another, I believe.

2) Are you sure both boats carry units? Frigates and Privateers can't carry humans anymore, for instance.
Yes I'm sure.

Try it yourself. Easy enough to set up in WB.
 
Where can I download the changed SDK files for this mod?

EDIT: Nevermind, I think I found it. Snoppy should put a link to the download page or atleast the other thread in the OP of this thread.
 
Wodan, I think I may have misunderstood you. I thought you were saying that these problems were caused by the mod. Apologies.
 
No worries. :)
 
A problem I'm seeing with team play in custom mode right now is that if you have two teammates who aren't of the same nation, one will overthrow the other's mission. Doesn't seem very cooperative to me.
 
Bugs I have noticed:

Occasionally you get cotton as a bonus on a tile, but the tile doesn't produce any cotton.

Num-Lock must be on for numpad movement to work. (Ordinarily I would keep it off)
 
Num-Lock must be on for numpad movement to work. (Ordinarily I would keep it off)
That's how numpad has worked since its creation. It has to be on to accept arrow key entries, and off to accept number ones. It's the way most desktop keyboards work, and is independent from software.
 
Bugs I have noticed:

Occasionally you get cotton as a bonus on a tile, but the tile doesn't produce any cotton.
I think cotton only "works" if it's on grassland. Tabacco on plains. Or vice-versa, I forget. So if the mapscipt puts it on the wrong tile type, it won't produce the bonus.
 
Where's the link for the *patch* version 1.04 or 1.05? I'd like to D/L the latest please.

Thank you for your efforts in making Col better. :thumbsup:

JosEPh :)
 
I *still* haven't got far enough in a game to see REF but it does seem like the AIs start into bells early (as evidenced by border pops - something a player holding out on bell production won't see for 200 or turns :mad:) which means, if they get the same love as the player, that they'll be facing a massive REF and it's extremely unlikely they build troops to handle it.

First of all in order to produce early political points I suggest you build them through production rather than through elder statesmen. I put my statesmen to work in the colony and reproduce them through the education system and build some of my political points through production. This way you do not anger the king. When time advances and my colonies are stable and ready for revolution I take my statesmen out of the fields and factories and put them in the town hall to generate political points. I usually use 2 of my 5 or 6 colonies:king: to produce political and military points so that I have a better balance of points and get a better shot at some of the harder to reach FF's.
 
One small request: Can you guys make it so that when I press Ctrl-R, it will pop up the special resource on each tile. I used it all the time in BTS but I can't get use to it now in Colonization.
 
One small request: Can you guys make it so that when I press Ctrl-R, it will pop up the special resource on each tile. I used it all the time in BTS but I can't get use to it now in Colonization.

Hold your cursor over the forth button from the top of those that are on the right side of the MiniMap. You will see that it is Alt + R in Col2.
 
Since no-one else has mentioned it, I'm going to go with the assumption that I must be nuts, but let me throw it out there anyways...

The Warehouse and Warehouse Expansion buldings, and overflow (waste) concept, do not function properly.

eg: with no Warehouse, I cannot stockpile more than 100 of any good/resource. However, upon completion of a Warehouse, I can now stockpile as much as I please. I get the pop-ups saying I'm over my limit, and the good shows up in red on in the stockpile bar of the colony in question, but nothing ever gets "dumped". This was a key management feature of Col1, and I think must be a bug here.

Also, although the streamlining of the Col1 Customs' House into the Warehouse Expansion is kinda convenient, it over-powers the early game a little. Moreover, it also doesn't work properly, as I can still go way over the storage limit (I saw over 700 cigars at one point), and the proposed sell-off never seems to sell more than 5-10 of the item at a time, instead of knocking it right back to 300...

I was playing the shortest game on easiest & the 2nd-smallest map size for my first forray back to Col. Other than the severly unbalanced REF (already noted several times, I'll not belabour it) and the unusually short play-length (I know, duh, I picked quick) I'm really quite happy with this incarnation.
 
draco,

First, warehouses do not let you store "as much as you please". But if you produce excess goods faster than they can be trashed, you will build up a really high surplus.

Depending on the game speed, your warehouses may hold more than at other times. I believe the limit is 200 on normal speed and 300 on epic, and probably more on marathon.

I strenuously agree that the way dumping works is a problem. Civ4Col is very forgiving if you accidentally unload more goods than you should and I'm glad. Losing ~5 guns per turn stings but doesn't kill you.
 
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