COTM 7 Knights Templar / Statue of Zeus problem

ainwood

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A "little problem" introduced into COTM 07 as a result of importing Austria into the 'standard' COTM ruleset has resulted in the Statue of Zeus and Knights Templar building the wrong units (Curragh and Ancient Cav instead of Ancient Cav and Crusaders respectively). The Units list was updated with the Hussar and Charles (King Unit), and all the "available to" imported correctly, but I neglected to check whether the BLDG section was updated.

I am trying to work out what is the best (and fairest) method of resolving this issue: Either to 'play on', or some form of patching.

Please accept my apologies (again) for the inconveniences.
 
ainwood, if it makes you feel any better, i sorta did the same in august while working with scoutsout on an sg idea :lol:

this is what it looks like if anyone wants to know :D

Wonsan_SoZ.jpg
 
I'm having my own problem, although I'm not sure its a problem or the game should play this way-- Every time an (formerly) Ottoman city flips, they get two musketmen instead of one. I was planning on flips, but I planned on just one defender to appear in each flipped city, which is what Ive had happen in the past. Failure to take back one city caused an accordian flip when the reborn ottoman city got its culture back and enveloped the next city, which then flipped (with 2 vet muskets appearing), and things got a bit messy after that. Also, the game has crashed a couple of times; although this is not an unknown occurence for me, its pretty rare.

I've really enjoyed the game so far though.
 
To me getting Ancient Cavalries instead of Crusaders seems like not a big problem. A 5hp 3-2-2 unit instead of a 4hp 5-3-1? Not all that bad a trade. They're underpowered for the Middle Ages but their speed can be used to run around cleaning up weaker enemy units going for leader chances. They'll disband for less shields later on but the disband exchange rate is so bad that it doesn't seem like a big issue. It might upset planning a bit getting the different units but shouldn't have a big effect. Whatever one gets from Knights Templar is a bonus and shouldn't be critical in planning since there's a chance of missing this wonder at emperor level due to cascades around that time.
 
Felton said:
I'm having my own problem, although I'm not sure its a problem or the game should play this way-- Every time an (formerly) Ottoman city flips, they get two musketmen instead of one. I was planning on flips, but I planned on just one defender to appear in each flipped city, which is what Ive had happen in the past. Failure to take back one city caused an accordian flip when the reborn ottoman city got its culture back and enveloped the next city, which then flipped (with 2 vet muskets appearing), and things got a bit messy after that. Also, the game has crashed a couple of times; although this is not an unknown occurence for me, its pretty rare.

I've really enjoyed the game so far though.
Are you playing on Predator? IIRC the AI gets two defenders in a flipped city in Deity and Sid, and that is possibly linked to the unit support (could not see it myself, so far I razed any Ottoman city that didn't have a wonder :D ).
 
I built the Knights Templar mostly to trigger my GA. It has been less than 5 turns so I did not know there was a problem. Getting AC instead of Crusader does not sound so bad. Normally I dont really like the slow crusaders anyway. Normally all action is over when they arrive at the battlefield, unless you stick them in an army of course :)
 
I had a different problem. I'm unable to upgrade a vet horsemen to a knight. (Before someone else asks, the city has a barracks, is currently building a knight and I've got over 500g in the bank). Anyone else expierence this?
 
denyd said:
I had a different problem. I'm unable to upgrade a vet horsemen to a knight. (Before someone else asks, the city has a barracks, is currently building a knight and I've got over 500g in the bank). Anyone else expierence this?

I had no problems upgrading my horsemen, but at one stage, my source of iron expired and I had to connect the new source first.

Ronald
 
SirPleb said:
To me getting Ancient Cavalries instead of Crusaders seems like not a big problem. A 5hp 3-2-2 unit instead of a 4hp 5-3-1? Not all that bad a trade. They're underpowered for the Middle Ages but their speed can be used to run around cleaning up weaker enemy units going for leader chances. They'll disband for less shields later on but the disband exchange rate is so bad that it doesn't seem like a big issue. It might upset planning a bit getting the different units but shouldn't have a big effect. Whatever one gets from Knights Templar is a bonus and shouldn't be critical in planning since there's a chance of missing this wonder at emperor level due to cascades around that time.
It can actually be patched reasonably easily, however I agree that the difference is not game-breaking. My main concern is the modern-age techs required for various units. :(
 
ainwood said:
It can actually be patched reasonably easily, however I agree that the difference is not game-breaking. My main concern is the modern-age techs required for various units. :(

The tech requirements would bother me the least. As long as they are well reflected in civilopedia it does not matter.
 
horragoth said:
The tech requirements would bother me the least. As long as they are well reflected in civilopedia it does not matter.


Well put Horragoth, I see we are several to work in the software industry. As long as its documented, anything goes :cool:
 
Seen the Ancient cavs, not following the discussion about restarting the game I was surviving on my contintent and saving my revenge for the time of husars...when it finally came the game gave me a pediaicons.text bug...the game will now exit...

I did install the new pediaicons at the beginning...now I would like a solution for this...anyone ?
 
ainwood said:
It can actually be patched reasonably easily, however I agree that the difference is not game-breaking. My main concern is the modern-age techs required for various units. :(
Modern age techs?? :confused: My game ended long before the modern age. It must have been this nasty bug. :mischief:
 
highfidel said:
Seen the Ancient cavs, not following the discussion about restarting the game I was surviving on my contintent and saving my revenge for the time of husars...when it finally came the game gave me a pediaicons.text bug...the game will now exit...

I did install the new pediaicons at the beginning...now I would like a solution for this...anyone ?

My only thought about this is perhaps the pediaicons.txt did not go into the Conquests folder. I almost made this mistake myself.

StanNP
 
highfidel said:
Seen the Ancient cavs, not following the discussion about restarting the game I was surviving on my contintent and saving my revenge for the time of husars...when it finally came the game gave me a pediaicons.text bug...the game will now exit...

I did install the new pediaicons at the beginning...now I would like a solution for this...anyone ?
Like the others have suggested - did the pediaicons.txt go in the correct folder?

If so, then what was the error?
 
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