Double Your Pleasure

I have v.0.2, so that's not the problem.

Continent 1: Have coastal cities, can build harbors, but not ports or shipyards.

Continent 2: Can build harbors, ports and shipyards, have built a port already.

This sounds like a job for.......The Bug Crusher (DA-dada-DAAAA)

//Release Manager desperately trying to locate phone booth suitable for changing to undergarments, but none seem to be available//

Anyway Comen, you wouldn't happen to have a save game you could send me, would you? Just PM me for my email adress - I would like to look into this.
 
I think I found the problem - looks like it could be the combination of "must be near water" and "coastal installation" flags that doesn't work - and I guess if Coastal Installation is checked the "Must be near water" flag is not needed.

But to make sure, could anyone experiencing the error, go into the .bic file and check if port and harbor have both these flags checked in your version, and if they do, uncheck the "must be near water" flag and go back and see if this fixes the problem. (haven't got the time to actively test this myself at the moment, sorry)

And if anybody (Nightstorm, for example?) is actually able to build ports and harbors without any problems, don't hesitate to post.
 
Originally posted by Isak
I think I found the problem - looks like it could be the combination of "must be near water" and "coastal installation" flags that doesn't work - and I guess if Coastal Installation is checked the "Must be near water" flag is not needed.

And if anybody (Nightstorm, for example?) is actually able to build ports and harbors without any problems, don't hesitate to post.

Step 1) Changed Port and Shipyard to no tech requirement (so I could build right away) & I took away the must be near flag
Step 2) New Game
Step 3) Established first city on coast
Step 4) Built Port
Step 5) Built Shipyard
Step 6) Quit game and changed everything back to normal (except map making)
Step 7) New Game
Step 8) Built Port
Step 9) Built Shipyard

Not sure why, but I could build them either way. Looking at a saved game would probably work better.
 
Ok, I'd probably need that saved game anyway then, Comen :)

But heck, now the patch is out (Check the Main Civfanatics page, In case you didn't know that Firaxis decided to release it a day earlier than announced), so who knows what will happen next time I try to load a saved game :confused:
 
I'm gonna go ahead and download it...since I haven't gotten to play v0.2 because the release manager has been pushing me to get all these graphics and stuff done *rubs pain ointment on the welts from the release managers whip*

:lol:
 
Well, I did get to play it yesterday. It worked quite well, but I have a couple of suggestions.

I set it up as pangea game (on Regent) and started out isolated on an island :crazyeye: - at least it allowed me to develop peacefully and explore the tech tree. I worried that I was way behind, but when I finally made contact (with longships) I was actually ahead in score. The AI obviously have problems expanding - which is good. So had I - getting enough food without having irrigation is a problem. I saved and stopped around 6-700 AD.

Anyway, my suggestions:

:scan: I think the entertainer should make one citizen happy, not two. It is enough IMO and more of a challenge and I suspect that the Governer has problems handling it correctly when they provide two smileys. I saw some strange behaviour in my cities.

:scan: Perhaps provide the Missionary with 1 point of defense. It should definitely not have two movement points, but it could be more different from the Settler than it is.

:scan: I hope it is possible to reorder the buildings in the build queue so they appear in a more natural order. It would be helpful.

:scan: Shouldn't pearls be restricted to costal squares? I got a pearl sea square before I had ships that could move there IIRC (or it might possibly have come with galleys). Anyway, it makes more sense to me to harvest pearls at lower depths.

:scan: I look forward to those Civilopedia entries. There's so much new stuff to digest. :cry:

Apart from the first one, these are minor points. Good job everybody, esp. Kal-el :goodjob:
 
Originally posted by RobO
:scan: I hope it is possible to reorder the buildings in the build queue so they appear in a more natural order. It would be helpful.

Yes, it would be helpful. However, to be able to do that Kal-el would either have to create a completely new .bic file, or somehow write down all the stats and such for the new buildings and go in and change everything to put it into some sort of order. This in itself would take days upon days, and I don't think he would want to do that. Me personally, I find it only a mild inconvenience...one that doesn't stop me from playing. :)
 
*CURSE* *GRUMBLE*

If anyone hasn't considered this, please back-up the mod's .bic file before upgrading to the patch. They (Firaxis) install a new .bic file when they upgrade. :mad:

Guess that will be the last time I install something in the middle of the night when I'm half asleep.
 
Oh yeah, btw. Hacked editor no longer works with new version of the .bic files. At least I can't get it to work.

According to Firaxis (on the bug report thread), this is a deliberate change on their part to knock out people adding units since they do not yet support that. What a bunch of losers! :mad:
 
Originally posted by RobO
:scan: I hope it is possible to reorder the buildings in the build queue so they appear in a more natural order. It would be helpful.
Originally posted by NightStorm
Yes, it would be helpful. However, to be able to do that Kal-el would either have to create a completely new .bic file, or somehow write down all the stats and such for the new buildings and go in and change everything to put it into some sort of order. This in itself would take days upon days, and I don't think he would want to do that. Me personally, I find it only a mild inconvenience...one that doesn't stop me from playing. :)

I feared as much. And I agree: it's nice to have, not necessary.

As for the editor, Iguess this means that updates based on 1.21 (other than resources) will have to wait until the hacked editor is updated. It appears that if we get a resource graphics file, then we can edit the bic ourselves and get them to show correctly on the map.
 
Originally posted by RobO
I feared as much. And I agree: it's nice to have, not necessary.

As for the editor, Iguess this means that updates based on 1.21 (other than resources) will have to wait until the hacked editor is updated. It appears that if we get a resource graphics file, then we can edit the bic ourselves and get them to show correctly on the map.

The hacked editor still works with Kal-el's .bic file. You just can't use the new editor with Kal-el's .bic file. At least I can't anyway. Further editing is still posible, but I am not sure what the results would be when loaded into the patched game. Many people have made this comment over on the bug report thread and they are begging Firaxis to release an unsupported version of the editor with everthing unlocked. Many other software giants have done this in the past with no problems whatsoever.
 
OH NO!!!! Umm, Kal-el, you are gonna be one upset person. Once you patch the game, it completely changes around the science advisors. All of the arrows are shifted over big time. May want to take a look at it. Sorry. :eek:
 
WHAT!!!!! :eek: :(

I have downloaded the patch but haven't installed it yet. What do you mean? are the tech boxes still small or did the patch convert them back to the original fatties?

this is not good news. not what I wanted to hear first thing in the morning. I think I am going to :vomit:

can you post a screen shot?
 
Originally posted by RobO
Well, I did get to play it yesterday. It worked quite well, but I have a couple of suggestions.

... The AI obviously have problems expanding - which is good. So had I - getting enough food without having irrigation is a problem.
First, let me say I am glad that you finally got to play the mod. Second, let me say that I am glad it worked well. ;)

Two things go into the slow AI expansion:1) Wheeled settlers, 2) less food. You will find that once you get a better govt food will be more plentiful, and when you discover irrigation (if you haven’t yet) you almost have too much food.

Which brings up a question, do people think there is too much time spent in despotism to start the game? I think it is historically accurate that you don’t get the higher forms of govt. til sometime between 500 BC and 1 AD, but it is fun?

I have been looking at the tech tree and I don’t know where I would switch them to, but it is something I have been wondering.



Originally posted by RobO
Anyway, my suggestions:

:scan: I think the entertainer should make one citizen happy, not two. It is enough IMO and more of a challenge and I suspect that the Governer has problems handling it correctly when they provide two smileys. I saw some strange behaviour in my cities.
I completely agree. There are plenty of new improvements that will aid in the fight to maintain happiness, plus now that there are rate caps for most govts it is easy to put some of that surplus tax into luxuries. They will be changed to 1.

That brings up another question, do people want more citizens? Here are my thoughts, open for discussion:
Sage with Philosophy = Science +1
Tax Collector with Currency = Tax +1
Professor with Education = Science +2
Banker with Economics = Tax +2
Scientist with Scientific Method = Science +3
IRS with E-Commerce? (should probably come earlier) = Tax +3


Originally posted by RobO
:scan: Perhaps provide the Missionary with 1 point of defense. It should definitely not have two movement points, but it could be more different from the Settler than it is.
Actually what I did was removed the wheeled flag and returned their movement to 1. not being wheeled is a big advantage over the regular wheeled settler.
Originally posted by RobO
:scan: I hope it is possible to reorder the buildings in the build queue so they appear in a more natural order. It would be helpful.
I have lobbied Gramphos to add this to the CMT. I plan to eventually reorder the units using the CMT as well. Maybe if more people went over to the CMT thread in the utilities forum and asked him to make it possible to reorder the buildings he would feel this was something that was really in demand and feel more inclined to add this feature.
Originally posted by RobO
:scan: Shouldn't pearls be restricted to costal squares? I got a pearl sea square before I had ships that could move there IIRC (or it might possibly have come with galleys). Anyway, it makes more sense to me to harvest pearls at lower depths.
They should indeed. Very good point. Pearls should be restricted to coastal tiles.
Originally posted by RobO
:scan: I look forward to those Civilopedia entries. There's so much new stuff to digest. :cry:
GIDustin is working on that but he is having some computer difficulties at the moment.
Originally posted by RobO
Apart from the first one, these are minor points. Good job everybody, esp. Kal-el :goodjob:
And thank you for all your input and enthusiasm. :D Your suggestions have and will continue to help make this a better mod.
 
Issues still on the table:
1) Improvement and Unit Costs – are they too low? How much more should they be?
2) Tech Costs – same Question.
3) Additional Resource – Besides the resources I listed above, what other resources would you like to see in the mod?
Before anybody says it, I am not putting hemp in the mod. I would love to put some form of narcotic into the game as a luxury resource, but only if you could give it negative effects as well as positive. If for example you could give it a plus to happiness but a minus to production for the whole nation and not just for the city that has it in its borders. Since this is not an option drugs will not be in the mod. I also understand that hemp is a valuable resource, but flax has been used more for sails and ropes and clothing than hemp has, hence Flax is in the game and hemp is not.
4) Federal Republic Icon What do people think about changing the symbol for federal republic from the eagle that it is now, to the EU's flag of 12 gold stars on the blue background? I would probably change the stars from gold to silver. This symbol closely mirrors the original flag of the US which had 13 white stars on a blue field, and would thereby be representative of the two largest federal systems in the world? (at least I think they are the two largest)
5) Additional Civs – it sounds like the patch fixes some of the problems with adding additional civs, at least that’s what I am hoping “fixed bug with foreign advisor screen” means. Why do they have to be so cryptic? Anyway, which civs would people like to see eventually placed in the mod?
I am thinking:
-Spanish
-Vikings
-Celts
-Incans
-Mayans
-Carthaginians
-Nubians
-Koreans
-Mongols
-Ottomans – the Empire not the furniture

On a similar note,
- I would like to change the name of the French to the Franks, and change their leader from Joan of Arc, who doesn’t fit in with the rest of the Civs leaders, to Charlemagne, the first great Frankish/French king.

Thoughts? Comments? Suggestions?

I would like to have discussions on all three (five sir) five of these topics.

thanks :D
 
Originally posted by Kal-el
WHAT!!!!! :eek: :(

I have downloaded the patch but haven't installed it yet. What do you mean? are the tech boxes still small or did the patch convert them back to the original fatties?

this is not good news. not what I wanted to hear first thing in the morning. I think I am going to :vomit:

can you post a screen shot?

Here is first screen shot - Ancient Era...
 

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