Kael said:You are losing money to the Golden Wood in your capital. We may need to talk about the effect of the Golden Wood.
No more Golden Wood for me! I built it and I guess had no idea what it exactly did. I still don't!
Kael said:You are losing money to the Golden Wood in your capital. We may need to talk about the effect of the Golden Wood.
onedreamer said:Well I will tell you what happened with me. I was bordering with the guy of Hippus and his religion was Overlord. I was Grigori so no religion (btw, from what I understood this means Grigori can't cure disease. That's a bummer... is there a way around this ?). He was neutral with neutral religion and I was neutral. So I had the usual modifiers of the case, +1 for many years of peace, -1 for close borders, I was trading with him but not enough to have modifiers yet I think. I don't remember if I had open borders or not. One day he switched to The Order (which I believe would make him good aligned ?) and after that I had no modifiers at all -as if we just met- and he even cancelled the trades (which he re-proposed a coupla turns later).
Moon Hunter said:just finished playing a tiny prince game as the amurites
two things...
a) i wasnt able to promote a level 7 wizard to an archmage... btw since the wizard skin looks so cool, it would be great if there was a arch-wizard or something... just to maintain the promotion line
b) there seems to be a problem with the ai researching religions... i tried to avoid researching unquestioning obedience to see when is the ai going to research it, and finished around turn 380 and still no sign of the order...
this happened to me once before but with the ashen veil not being researched at turn 300 or so...
also by the side, at some point in the game, the barbarians/giants/animals dont go through your borders, one hill giant just walked on 2 tiles right beside my border, 3 tiles away from my city
Moon Hunter said:just checked the save...
there are no reagents nor mithril present on the map... shouldnt the map checker have taken care of that?
i had one wizard and one conjurer... so the limit wasnt the problem...
btw when you use a great commanders recruit ability, you can get a wizard, but it has absolutely no promotions... not even the spell classes from available mana... since he is recreuited from your population which has access to your mana nodes, i think he should have at least those spells, if nothing else...
Moon Hunter said:there, that should do it...
Moon Hunter said:there, that should do it...
Kael said:Very odd. You are right that there are no reagents on the map but I can't reproduce the issue, every map I generate gets the right numer of resources. And if I crank the resources up to something crazy like 30 they work right too (so that I can make sure that the code actually is laying the resources and im not just getting lucky).
What map type did you use to create this? Did you do anything odd to make this map (create it in worldbuilder) or is it randomly generated?
Moon Hunter said:randomly generated...
through play now, i believe...
tiny, pangea, i believe rocky, shoreline natural... definitely no random options in mapmaking...
edit: i now realize i might have regenerated the map in the first round...
Khadil Okharim said:In my late game I heared some screams (about three)between two turns and now the game is loading for quite a while. The Windows Task-Manager shows me that the game didn't crash. Could it be that a wonder like blight needs a lot of time for calculating?![]()
abman said:Playing my third game on 11c right now. Haven't noticed much that hasn't been mentioned already. Did want to mention again that captured animals can still cross borders w/o open borders.
And the elf units like the scout and worker could be closer together and maybe a little taller maybe (are they tall LOTR elves or short D&D elves?).
I'm playing as Perpentach, and was wondering how I can tell if Loki and Gypsy wagons are working. I've tried putting them all over the place... in my neighbors cities, in my cities, and nothing seems to affect any players' culture or income. Do I have to be at war in order for them to work? I've been trying for cultural/religious victory so have avoided war. I assumed they needed to be in a foreign city to drain culture so it seems war would negate this. Anyway, can someone who has played Perpentach please tell me how to spot if they are working? I'm going to assume its me and not a bug until I know what its supposed to look like when they work properly.
Kael said:Yeah, some of the wonders will take a bit of time depending on your cpu speed.
Do you mean a scream just as if a city was capured/razed, but without the message that "town X was captured by empire Y"?Khadil Okharim said:In my late game I heared some screams (about three)between two turns and now the game is loading for quite a while. The Windows Task-Manager shows me that the game didn't crash. Could it be that a wonder like blight needs a lot of time for calculating?![]()
DMN said:The savegame above is from turn 509, so it always crashes after one turn. I think you can hear the scream in the savegame, just before it crashes.
DMN said:This savegame crashes after the end of the current turn.
I play on Epic speed on a standard size map with lots of civs. My religion is the Ashen Veil, I'm quite advanced in the tech tree and I've got lots of buildings in my main cities. In my experience that kind of game always crashed in the late game (in 0.11a, 0.11b and now in 0.11c). Some things I noticed about these late-game CTDs:
1.) Sometimes the savegames from one turn before the crash are invalidated (they crash on load).
2.) Sometimes the game crashes after ending your turn.
3.) Often the crash occurs upon selecting a new construction option in the popup you get when a city finished its production.
In this savegame you also see the bug involving roads being buildable on water with workers that are loadad into ships. The island in the west is connected with the mainland through a road over the sea (makes ships travel faster).
Oh, and I wanted to mention that you're doing an amazing job with this mod. I never play vanilla civ anymore, just FfH2 since the already great flavor of the religions and civs makes for a really great game, or FfH1 when I want a more stable game.
Edit: I just did some more testing with a savegame from turn 508. Sometimes I managed to play from turn 508 up to turn 510, that is one turn longer than in the attached savegame. When I save the game in turn 510, however, that savegame always crashes on load, so I guess something goes wrong after turn 509 and it just doesn't always crash immediately. If you could use a 0.11c savegame that crashes on load because of this bug, I could supply two of them.