Double Your Pleasure

RobO:

I saw your post regarding the extra experience level. Did his advice work? Did script.txt fix that problem?

Just curious as I may add a level to my mod.

GIDustin
 
Originally posted by WhteDrgn
Great mod, noticed a small bug though.
:blush::blush::blush:
I would like to join in the chorus - thanks for pointing this out - it will be fixed in the next patch, which is bound to be coming out real soon... unless you all keep up finding bugs, that is ;)
...the time we've spent trying to figure this out...sheesh....I'm going to bed.....
 
i might have found a bug as well.
i was able to build 'electricity' (at least it appeared in the list), tho i didnt build the -- umm -- energy grid (was that the name?).
i didnt build the small wonder that might be necessary according to the civilopedia before you should be able to build elecrticity.
 
Originally posted by Morbius
i might have found a bug as well.
Sorry this may be missing from the documentation, but we changed Electricity so it can now be built by everyone - seemed a bit unlikely only one civ was ever going to have electricity.

It is still granted for free when you build the Energy Grid (that is the name alright ;) )
 
alright :)
but now i might have found a bug. :)

the first tank, the tank that you get before you discovered mobile warfare, i think -- that tank has the graphics of a 'leader'. not on the map, but in the build list for example. and at the military advisor list too, i think.

another one:

after clicking on jeep in the building list, the jeep icon in the lower right, just above the number of shields needed and already gathered, the jeep icon looks kinda blurred. its sort of a graphical problem -- at least on my computer.
 
Originally posted by Morbius
alright :)
but now i might have found a bug. :)

the first tank, the tank that you get before you discovered mobile warfare, i think -- that tank has the graphics of a 'leader'. not on the map, but in the build list for example. and at the military advisor list too, i think.

I will take a look at this. It is a units_32 issue.
 
Originally posted by Kal-el


I will take a look at this. It is a units_32 issue.
Don't worry Fearless Leader, I have fixed it already :) Thanks for spotting it Morbius - now remember to play the game once in a while too ;)
For all you who like to manually patch your DyP mod, just change the Icon for the Tank to #74 in the BIC.
 
The mod sounds wonderful. Its great what you are doing to this marvelous game. i will tell you of any bugs i find.
 
Originally posted by Isak
now remember to play the game once in a while too ;)

i discovered the bug while playing the game, dont worry :)

another bug:

i think it was the radar station that also looked like some kinda leader in the build list.
 
Haya,

The new version looks good, but some of the bugs here sound very familiar :)
btw, the crossbowman is still the untransparent version in the city screen where you can select what to build. The image is actual larger as the button that he is on :)
I got the idea that cities are revolting sooner with the new version. Is that coincidence (or my illusion) or is that really the case?

Grtnx
 
sjeng, I think your are imagining things. Not the revolts ofc. :D but the change in frequency. The MP limits were changed, but I'm pretty sure it was increased for Despotism.
 
Hi guys...incredible mod. I just downloaded it tonight. The scope is amazing. It's an entirely different game. Congratulations on all your work. I have found a couple of bugs I thought I'd point out...

1) A Japanese archer attacks and captures my American settler. The settler changes into 2 Japanese colonists. I then attack and capture these Japanese colonists with a horseman. Each colonist changes into 2 more colonists. The end result of the original American settler...4 American colonists.

2) Civilopedia error...'Marble' is stated as a prerequisite in the Basilica entry. It appears as though you have previously removed Marble from the game.

Thanks again for all your work. I'm having a great time playing!
 
Originally posted by RobO
but I'm pretty sure it was increased for Despotism.
Hmmmm, the cities revolted in the beginning, when I had depotism and couldn't built anything to keep them quit. :nya:
Well, If I notice a structural behaviour, I'll let you know
 
shirleyrocks, the colonist issue has been solved and will be fixed in the next patch - which is due at the whim of Isak, our release manager. You'll find a workaround on the previous page (basically, change the captured unit to Worker in the general setings).

Isak is also busy with the Civilopedia (when he's not busy with other important stuff, like squashing bugs or watching the World Cup), and he might be able to tell you when it's ready for publishing.
 
Originally posted by RobO
will be fixed in the next patch - which is due at the whim of Isak, our release manager.
Now this is entirely untrue - I have a very solid deadline, which was last friday, so now I'm only waiting for a Time Warp to take me back there ("..it's just a step to the left....") ;)

No, seriously, we have just added in some more units, and I'm almost finished with the Building effects in the civilopedia (which are my top-priority at the moment) so it won't be long, trust me..:)
 
we have added animations for the Champion (formerly known as the Brave, more to come on the name change later) and changed the animation for the Samurai. The original Samurai animations will now be used for the 'Bushi' which is just a color unit for the Asian civs so that they are not building European Longsworsmen. The Bushi has the same stats, etc. as the Longswordsmen. He is the first of many color units that will eventually be added to the mod, but first we'll try and work the bugs out of the thing.

Known issues in 0.76:
Default Captured unit is Colonist - Should be Worker - Fixed
Warrior Does not Upgrade to Swordsman - Fixed
Legionary Does not Upgrade to Swordsman - Fixed
Civilopedia errors, too many to count - on going project :D
 
Hmm, just noticed something. This would probably be classed a civilopedia error, but if not, it might need fixing the other way.

Holy City small wonder, with the currect version of the mod, requires an incense within the city radius in order to be built. (Similar to un-moded Iron Works). The Pedia just lists it requiring a temple, and incense in general, not exactly within the city radius.

So, clarification?
 
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