Fall Further 051 Bug Report Thread

austrin can found cities on sea tiles by using recon units in ships and using the found settlement ability
screenshot of this is below:
Spoiler :
watercities.jpg
 
I remember that in the old version of Mulcarn Reborn Volanna of the Doviello had her initial city in the middle of the sea. Despite the numerous Beastmen defending it, any enemy ship could enter the city and wipe out the city and thus player by doing so.
 
Was playing as Balsrephs, had Ashen Veil and brought those demons into the game.
Built Pax Diabolis and demons kept attacking me and razed my cities. :(

Think this is a bug, since it's impossible to win gone to hell victory if the demons stay at war with you non-stop and constantly attack?
 
Ah, okay I didn't know that. :)

Any chance of adding that to the pedia for the ritual?
 
it appears you can place any unit in the sea with worldbuilder, this includes cities.
land units that are placed in the sea are moved to the nearest land area after the next turn unless they are on a city tile, which contains a road improvement regardless of terrain beneath it.

and after a bit of testing i found that if the city contains units which do not have the water walking promotion then the whole city is captured and all units destroyed when attacked but water walkers can defend against ships and do not lose the city or other units in the same tile if they lose against an attacking ship.

therefore you could make yourself a water civ with all cities in the sea without too much effort if you had the same setup for making settlements as the prepare expedition ritual, and if all units were created with water walking promotion they are able to defend cities as normal.

i'm looking at you, valkrionn :D

edit: cities in water don't increase in size when they gain a culture level.. but they do gain the defensive bonus from each culture level
 
it appears you can place any unit in the sea with worldbuilder, this includes cities.
land units that are placed in the sea are moved to the nearest land area after the next turn unless they are on a city tile, which contains a road improvement regardless of terrain beneath it.

and after a bit of testing i found that if the city contains units which do not have the water walking promotion then the whole city is captured and all units destroyed when attacked but water walkers can defend against ships and do not lose the city or other units in the same tile if they lose against an attacking ship.

therefore you could make yourself a water civ with all cities in the sea without too much effort if you had the same setup for making settlements as the prepare expedition ritual, and if all units were created with water walking promotion they are able to defend cities as normal.

i'm looking at you, valkrionn :D

edit: cities in water don't increase in size when they gain a culture level.. but they do gain the defensive bonus from each culture level

I'm looking at the "any unit can stay in a water city if there's a road there" part myself :D. Not sure why yet, but it does seem very cool indeed...

Hmm... Aifon Isle as city-art... Heron-throne on steroids...

====

Will sort out the Austrin bug though :)
 
Actually there is a global define which disables the ability to found cities on the water. Turn that off and ANYBODY can use a settler in a boat to make a city in the water. Pretty sure that there is also a define which controls the limit for culture spread from a city into ocean tiles that can be tweaked to allow them to grow borders (or limit it further)
 
I played a game as the Elohim and got around 300 turns before I had a crash ending my turn. Using the World Editor, I found that deleting the Khazad solved the problems. I didn't want to get rid of them completely, and I found that if I rid of one of their cities, I could move to the next turn. But then I had a crash again later.

Figuring a later patch might fix whatever was wrong, I started a new game as the Ljosalfar. At turn 251, I crash when I finish. The Khazad are in the game again, and deleting them allows me to continue.

I noticed that one of their cities was about to finish a dwarven smithy. In the other game, I recall that they were building those, too. That may be connected?

This is without Patch A, as that breaks my saves.
 
I played a game as the Elohim and got around 300 turns before I had a crash ending my turn. Using the World Editor, I found that deleting the Khazad solved the problems. I didn't want to get rid of them completely, and I found that if I rid of one of their cities, I could move to the next turn. But then I had a crash again later.

Figuring a later patch might fix whatever was wrong, I started a new game as the Ljosalfar. At turn 251, I crash when I finish. The Khazad are in the game again, and deleting them allows me to continue.

I noticed that one of their cities was about to finish a dwarven smithy. In the other game, I recall that they were building those, too. That may be connected?

This is without Patch A, as that breaks my saves.

http://forums.civfanatics.com/showpost.php?p=8294071&postcount=199
 
Guess I should have read all the threads, but I didn't see anything in the new patch that directly addressed this problem. But if it's attached to the art, then I guess that makes sense.

Thanks for the help.
 
Started an OCC as the Infernals. Teched Ashen Veil and gifted it to the Clan and the Sheaim and then got them into war against one another. Both have received Great Commanders so there is fighting going on. I still haven't received a single new citizen. I also gifted Ashen Veil to Amurites and attacked them once they had converted. Wiped them out and still no new Manes.

Not that it stops me, mind you. With only two pop (had the plague event and no Body mana) I have absolutely ridiculous tech rate, production and money from a huge pile of Great Persons including three Prophets that I got from random events... Just got Hyborem and am wiping out the world.
 
If you're really exploring the water civ idea, talk to the guys at the Planetfall mod.
 
Back
Top Bottom