Double Your Pleasure

Originally posted by NightStorm
I was looking through the complete build list in the game that was posted and I noticed something. None of the new city improvements show up on the big build button (not in the queue, that works).

Thats what I am talking about in the quoted answer from Kal-El originally posted by him as an reply to me at Apolyton.com
>--

quote:

Originally posted by bernskov
Mising buildlist icon:
academy
operahouse
basilica
shrine
toll house
super highway
(Maybe more)

The buildings are all there. Do you have the right buildings-small and buildings-large files?
quote:

long bowman, cavalary and horse-archer (and others) can bombard? With their hats?


from the readme:
"Expansion for Bombardment:
A major innovation to the units is that all units with any type of missile weapon now have the bombardment ability. This is to represent their ability to engage the enemy from a distance."
quote:

brave animation missing?


lab monkey is working on it. using the scout for now.
quote:

Grunt has blue shadow


this must be the old version of the grunt. the newer version does not have the blue shadow. it will be replaced.
quote:

Taj Mahal (and others) buildlist icon is a pink blur.


this is true and needs to be fixed. just haven't gotten around to it yet.
quote:

AirBase 1/1/1 ? cannot move. Why is it here?

you need to paradrop it or load it on a land transport and move it to your desired location.
quote:

Radar Station 0/0/1 ? Cannot move. Why it is here?

see answer above.

quote:

PPS-15 Recon Zone? Only the zone where it stands?

thanks, hadn't noticed that before.
quote:

Civilopedia:
-------------
Strategic resources:
Aluminium, Coal, Horses, Iron, Oil, Rubber, Saltpeter, Uranium
What about the rest?

Goverments: (Missing Text)
Communism
Fascist
Theocracy

as is stated in the "to do" section of the website, this is being worked on by Isak.
quote:

Reusource Index:
(Orange Square - no picture and no text)
Flax
Seal
Sheep
Silver
Stone

this is being worked on by Nightstorm
quote:

Bowman has transparent background

do you mean crossbowman? I don't know what to tell you there, I will have to take a look at the flic that was made by Dark Sheer, to see if the transparency is off.
quote:

Naval Landmine has wrong picture
the image in the what's being built box is taken from the default flic file, not from the build queue file, since we don't have an animation for the naval mine yet, but pesoloco is putting one together, we are currently using the land mine graphics.
quote:

Partisan looks like laborer

the original plan was to get the partisan to look like the laborer but to have a gun. the current animation is only a filler until more appropriate animation can be found. working on a partisan unit and once that is finished it will be substituted for the current animation and the build queue will be fixed.
Several build-icons have pink 'frame'
quote:

The great number of resources make the city view ... less useful

talk to firaxis about this. they allow for more resources but didn't allow for their actual implementation in the game. I am hoping this will be fixed with the expansion pack. I am not removing the extra resources.

Kal-EL
 
Robo I have a couple of games going. I will attach savegames from the end of each era soon to give you some data to look at. Also I was wondering if the new improvements should be showing up on the overhead view. Is this still being worked on or have I made a mistake in applying the proper files? Same thing with some of the new units ( Crusader for example) I get the new picture in the que but knight animation when the unit is built. Thanks. One other thing The AI doesnt seem able to properly use the bombard capability of the newly adjusted units musketeers etc. I think artillary flag needs to be checked for all these units. Take care and watch out for sharks.
 
Taj Mahal (and others) buildlist icon is a pink blur.

Already fixed...Isak has the new files and they will be in the next release.

Mising buildlist icon:
academy
operahouse
basilica
shrine
toll house
super highway
(Maybe more)

There are many more...the entire list of new city improvements. Small and large wonders show up -- this is what I was talking about. We need to check with Firaxis, because I am beginning to think that this is hard coded into the game. I have tried everything I can think of and can't get this to work.

Resource Index:
(Orange Square - no picture and no text)
Flax
Seal
Sheep
Silver
Stone
----------------------------------------------------------

this is being worked on by Nightstorm

Yes, I'm working on them. Slow go right now because of all of the testing I am going through for these new jobs I'm interviewing for. When that is all done, if the graphics aren't done before then they will be done after.

Bowman has transparent background

Where at: Civilopedia, build queue, in the game, etc. If it is in the civilopedia, this is a palatte problem that I can fix. However, the only two I remember seeing this way was PPS-15 and Freight. I have fixed those and Isak will be receiveing the updated files for the next patch.
 
Originally posted by Ganjaman
Also I was wondering if the new improvements should be showing up on the overhead view. Is this still being worked on or have I made a mistake in applying the proper files?
The overhead view doesn't work with new improvements.

Same thing with some of the new units ( Crusader for example) I get the new picture in the que but knight animation when the unit is built.
We are still missing animations for some units, the Crusader is one of them.

One other thing The AI doesnt seem able to properly use the bombard capability of the newly adjusted units musketeers etc. I think artillary flag needs to be checked for all these units.
I checked and all but Arquebusier and APC were already checked with both bombard and artillary. The Arquebusier and APC will be fixed for the next patch. Thanks. I don't know if the AI will be able to handle it. But just think, soon we'll have MP and then won't that be fun.
 
Originally posted by Ganjaman
Also I was wondering if the new improvements should be showing up on the overhead view. Is this still being worked on or have I made a mistake in applying the proper files?

First off, no mistake with the files. Soooooo...since this is a hard-coded limitation in the game, I am not gonna try to create a hundred+ new images. I just don't have enough time in the day. :p :rolleyes:

Second, Isak and I have been talking. Isak did a bit more in depth research on the large build button not showing the new improvements.

First, he moved around some icons. The new ones showed up where he moved them to. However, if moved into the spot for a new improvement, no icon. He then compared our wonderful mod to another decent mod that has several added city improvements. That mod also was unable to show the new improvements on the large build button in the city screen.

Therefore, being the quasi-head graphics guy for the mod, with the assistance of Isak, I have indeed determined that this is a limitation of the wonderful hard-coding in the .bic file by Firaxis.

So...basically we are all gonna have to live with this little, minor inconvenience for now. :( We are just gonna have to get our fearless leader (yes you Kal-el :crazyeye: ) to contact one of the Firaxis peoples and lodge the proper complaint and grievance paperwork.

Long Live The Union!!! (this is a union shop, right?! ;) )
 
Originally posted by NightStorm
"Bernskov: Bowman has transparent background"
Where at: Civilopedia, build queue, in the game, etc. If it is in the civilopedia, this is a palatte problem that I can fix. However, the only two I remember seeing this way was PPS-15 and Freight. I have fixed those and Isak will be receiveing the updated files for the next patch.

Look here:
 

Attachments

  • cross bowman.jpg
    cross bowman.jpg
    23 KB · Views: 335
Just a thought

Several wonders gives something on SAME continent.
What about creating an invention that gave the possibility of the attached picture?

It could be something like landmass in same square can be connected when "So and So"
Later 2 squares

Just think about the impact on a nation if you 'pillage' his bridge and make one citizen unhappy in half his empire

..but as I said. Just a thought.
 

Attachments

  • bridge buikding.jpg
    bridge buikding.jpg
    12.1 KB · Views: 311
The holy city can not be build unless there is a temple IN the city.
This is different from civilopedia text.
 
Originally posted by bernskov
The holy city can not be build unless there is a temple IN the city.
This is different from civilopedia text.
Looks like by default, when only one building is required it has to be built in the city where you want the wonder - I wasn't aware of this (it doesn't say anything in the Civ3edit.hlp file about this...but)

I'm working my way through the Civilopedia.txt at the moment, and this should be updated soon - in the meantime, just consider it an added, nasty surprise ;)
Originally posted by bernskov
What about creating an invention that gave the possibility of the attached picture?
I think it would be nice (but then I'm not the designer..) but I don't think anyting like it would be possible, except if you could create an immobile naval transport, which could then be carried by another transport to that destination. I have a feeling that such a unit would have limited appeal, though - after all, I don't see stretches of land bunked up that closely together very often (but then again, I often play archipelago games...)
Making it stretch across two tiles, would be impossible (if the above assumption is correct)

About the transparent bowman: Isn't the Icon for the selected unit box taken from the FLC files? - If so, could some FLC/Flicster proficient person please look into this for us? (pesoloco? dark sheer?....heck, even Kal-el?)
 
:confused: :confused: :confused: :confused: :confused:

Ok...now that I'm thoroughly confused...

Found a new bug...but I think this one is a Firaxis bug...but, whenever Port and Shipyard become available, I choose a coastal city that I wish to build them in...I then select them...usually port with shipyard in the queue...

Here is the bug...whenever I choose another coastal city to build them, their icons are gone from the build queue...all through the rest of the game too...

Really strange...

:confused: :eek: :mad: :cry: :crazyeye:
 
Nightstorm,

I haven’t encountered exactly that problem. I built a lot of ports and harbors. I never use the queue though, did you test it without the queue.

The problem I am getting is that it seems that the port only sometimes allows sea trade. I have 3 islands, the port works fine on 2 but the third is not working. Not sure if distance and city size matters??

Has any one else encounter this problem?
 
Originally posted by Victorvanwavere
I haven’t encountered exactly that problem. I built a lot of ports and harbors. I never use the queue though, did you test it without the queue.

I always use the queue, so I don't know if it happens without using it...
 
Am I only one who sees, then Colonist CAN"T found new cities?

The shortcut keys don't work on some of the new units.

Use the button down by the orders. The same applies to pioneers.

I agree about being able to build colonies with colonist, but the computer is too dumb as is, this may hinder them even more.

I figured out mines/airbase. They must be built in a city w/ airport, and are completely immobile. They can only be deployed from the city that builds them. I suggest give them the ability to be relocated. Otherwise they are useless. Any city that is big enough to effectively produce them, dosen't need any border defenses(generally speaking of course).

Regarding tile values.
I know this is a sensitive subject and I don't want to beat a dead horse, but (you knew the but was coming) in v3.2 it still dosen't work well. The computer cannot get the hang of it. I was playing regent and the computer sucked. A few civs had a whole continent w/ roads and mines, but with one city. This leads me to believe that they disband cities when hurrying early in the game. I had tanks and they had spearmen. Although entertaining, I quit cuz it sucked.
I suggest (again just a suggestion) reset the values for beta. Start over. See how things play w/ the new addons, then change one or two things at a time. Inability to mine grasslands definately stays, and up it's food value one, but leave it at that for now. But i'm a dumb@$$, so don't listen. I haven't gotten v3.3 yet, so it may be better. Keep up the good work.
 
Originally posted by bernskov
The holy city can not be build unless there is a temple IN the city.
This is different from civilopedia text.

Other stuff:
You can upgrade from truck to humvee
Truck can carry 4, and humvee just 2?
Humvee cant move to jungle or mountain unless there is road?

Humvee and Freight share graphics unitwise.

Neither Truck nor Humvee can be loaded onto transport (but that is somewhat logical given the 'capacity'; 8 trucks carrying 4 units each gives a scary load in 1 transport)

LandMine does not move?

SuperMarket and ModernFarm does not give any change?
Longlivety does work and gives 2 for 1 growth.
 
Fighters and air trasport require alluminum, but it isn't avail until rocketry. This sucks.

Move truck to motorized transportation. After all it is a motorized transport.

Weaving is totally useless. It has no effect, and is not a required tech.

All your guys work on the files and visual effects in the game is appreciated, but is boring as hell to read. Just figured I'd say it.:crazyeye:

Off to play v3.3 talk to you later.
 
Originally posted by bernskov
SuperMarket and ModernFarm does not give any change?
Longlivety does work and gives 2 for 1 growth.

If just I actually READ my e-mail

This is e-mail from Isak, just so the community knows what we are testing. (Someone really should update the TODO on the website!?)
Here goes:

Bummer! - Supermarkets and Modern Farms apparently don't work - I used Bernskov's savegame to test them, and selling them had no effect what so ever, so I guess building them won't have any effect either. :-(

In addition to the Supermarket/Modern Farm issue, I've also found:

- Recycling Center and Park won't work together - only the effect of one is counted
- +1 ship movement wonders (Magellan's Voyage and Spirit of St. Louis) won't work together - only one is counted. This could perhaps be solved by making Magellan's obsolete before Spirit of St. Louis

I've also tested these and found that they can apparently be used without limit:
- +50 Research, Luxury and Tax output flags
- Reduce Corruption flags (For improvements anyway)

The following flags are the ones I fear have to be tested for cumulative effect problems. Not all of these are currently necessary for the DyP mod, but it would be nice to know _if_ we could use them, in case we need to change some of the other buildings' effects.

In the Improvements section
- Increases resistance to propaganda (this could be very hard to test)
- Reduces War Weariness
- Increases luxury trade
- Increases shields in water (would be great if this worked)
- Increases food in water (ditto)

In the Great Wonders section
- +1 trade in each tile that already produces on (to see if two can be in existence and if they have cumulative effects if built in the same city)
- Doubles Research Output
- Halves unit upgrade cost
- Pays maintenance for trade installations
- City growth causes +2 citizens
- Reduces war weariness in all cities
- Doubles City defenses

In the Small Wonders section
- Increases chance of leaders appearing (this would be sooo nice, but i fear it is extremely difficult to test)
- Build larger armies (could we have armies of 5-6 units or more - maybe someone already knows this)
- Treasury earns 5%

General
- Negative pollution - entering a negative value in the Pollution slider, will that reduce pollution or..?

Of course I will go on testing a bit later, but I would really like to know if any of you already know the answers to any of these mysteries

Isak
 
Originally posted by bernskov (tecnically Isak)
In the Improvements section
- Increases resistance to propaganda (this could be very hard to test)

I done just that:
Save a game.
Give a city to your enemy.
Initiate propaganda on this very city
Mark result
Load savegame again.

This has been tested for 3 different rounds about 10 turns apart
And done 50 load/test load/test etc.

"Propaganda inhibiter": - 1.round , 2.round 3.round
Newspaper propaganda success (new govener): 11, 9, 5
Tour Eiffel: 1, 0, 0
Nothing: 43 , 21, 19
Civil Disorder: 42 , 48, 44

But planting a spy sometimes is not doable in one round and almost always possible the next (just like some units are undestroyable in one turn and 'easy kill' the next)
Spy planting has been tested where 257 times in row "spy cought ... is not pleased" next round "spy planted in 'city'
10 load/try on the spy thing.

phew. Lame but usefull testing.
 
Originally posted by Civalaholic
All your guys work on the files and visual effects in the game is appreciated, but is boring as hell to read. Just figured I'd say it.

This is mainly so others can see that they've installed the game correctly and they have not '****ed up' anything.
Generally it is info on what is being done.
 
Bernskov:
Thanks for posting my letter - I thought about doing it myself, but didn't get around to it...:(

Updating the TODO is very high on my list of priorities - it will be done, once we have released the next patch - I might even write up a FAQ too, which would propably save us and all you great testers out there some time.
LandMine does not move?
You could throw it, I guess :D Seriously, I think all the units that are immobile, are supposed to be loaded onto different types of transports and carried to their destination - If they cannot be loaded, it's because they're not flagged as foot units, which is a bug our QA man - RobO - is currently working hard to weed out.

About your tests. I may be extremely thick-headed here, but what's the result? - Will several improvements with the "Increases resistance to propaganda" flag built in the same city have any effect - or is it just the first one that works.

Civalaholic:

Weaving is totally useless. It has no effect, and is not a required tech.
True. It used to give flax, but after that was moved to crop rotation, Weaving has no effect - I'm sure our fearless leader will solve this soon :)
All your guys work on the files and visual effects in the game is appreciated, but is boring as hell to read.
I wouldn't mind throwing in the odd Playboy cover just for variety, but I'm sure this would eventually get us all banned :D
Regarding tile values.
I know this is a sensitive subject and I don't want to beat a dead horse, but (you knew the but was coming) in v3.2 it still dosen't work well.
Phew I'm glad you think so, cause the tile values in v.032 are no longer valid - and to make it even worse the values in 0.33 are dead wrong :D . We are working hard to release the next patch with the correct values - in the meantime, you could change them yourself - they can be found, posted by Kal-El on the previous page of the thread (or perhaps two pages back)

VictorVanWavere:

Ports allow trade over water, but at first they only allow you to trade across Coastal Squares - Once you discover Astronomy (I think it's map making in the original) you are allowed to trade over Sea squares too - and once you discover Magnetism OR Navigation you are finally allowed to trade over Ocean squares.

Nightstorm:
Found a new bug
Forget about opening a thread - we need to open a whole new forum for this. The Silly Graphics Mysteries Forum. :rolleyes:
 
Originally posted by Civalaholic
Fighters and air trasport require alluminum, but it isn't avail until rocketry. This sucks.
that does suck, thanks for noticing that error.

Move truck to motorized transportation. After all it is a motorized transport.
I will look at this. If this change is made there will be too many things associated with motorized transportation so something will have to be moved.

Weaving is totally useless. It has no effect, and is not a required tech.
Weaving is not useless. it gives you silks.
 
Back
Top Bottom