black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,014
have you started a play now game first ? those weird bugs sound like a hidden option making a mess of things
i'll take a look at that, but i don't make any promises, civ4 interface is something i have trouble to handle ^^Couple of bugs/questons:
For some reason toggle score didn't work, and i can't see it. Button does nothing. Mana bar is intact.
noticed that with zarcaz's bow yesterday during a run, i'm looking into it right now ^^When i destroy infernal capital, where treasure chest with gela is present, treasure chest disappears.
Owning Gela while not being Infernal should be enoughAlso, what should i do to start Gela event?
on it"Create swamp" destroys unique features.
that might be a consequence of some AI magic changes i've started to make. i'll work on it.AIs rarely build mana nodes.
Ok i'll checkI spawned Hyborgem with worldbuilder, killed him, took Gela and nothing happens.
Ok, when i mention i fix something, i mean in the SVN ^^I have 14.11 version, no SVN updates.
You mean only on non-swamp, right ?Rites of Oghma seem to create mana on non-swamp tiles. Which is frustrating.
Some general feedback:
Deep Shaper has ridiculos reqirement - with Aptitude 2 giving you 0.04 XP per turn and Conquest+Apprenticeship (+8 XP) you have to wait 450 turns to get your deep shaper (26 XP). In my current game i get my first deep shaper on turn 602.
that's not really fitting for them but i agree they particularly need something to protect them from hell (or to profit from it)Cualli suffer horribly from AC. AI should go for life adepts.
Mechanos is one of the civs that need a balancing pass, not sure when we'll get to it.Mechanos Howitzers are too good. What about limiting their number (and bringing organ guns to lategame using some stuff from siegesmith)? Or, maybe, removing blitz while increasing ranged attack? Mechanos have great units like musketman and tank, but howitzers just make them useless, since you can clean all the map with 8 howitzers and a techpriest.
Mechanos and some other nations lack content in bottom brach of tech tree (rage, malevolent designs, orders from heaven). Some units like upgraded witch hunters can be placed here.
i think i fixed it in svn but i'm not certain. will take another lookMekara Order infinie slugas loop is still present. Thankfully somewhere here i have found a fix, which is as as simple as 5 removed strings.
I find that very fitting ^^Ring of Carcer once spawned amid the mountain range (with 1 hill nearby), making it very hard to reach.
not sure that's possible. i'll think about itAlso, making units able to move over mountains if there is road would be great.
not sure that's possible. i'll think about it
The question now is : who would you want to see next ? (A specific leader, any leader for a specific civ, a new leader with a good concept,... we do have other ideas and plans but we also take suggestions ^^)
not sure what happened. did you install the svn version over the other one or in a separate folder ? (separate folder is the way to go)
other possibility is you not having the correct version of Bts ( 3.19 is needed, for Steam version, there is a 3.19 in the steam beta options).
finally, there might have been a glitch in the svn download, try deleting the Assets folder and update again.
Edit: or a weird thing with hidden options, try playing a play-now game first.
They haven't in a while, since rife's days. It was replaced by a sizable boost to military production along with the possibility to produce several units in a single turn. ( the duplication was kept for another civ).Agoge didn't work (didn'r replicate units).
Haven't been able to replicate it either, so till we can do that, it's a bit of an issue.When I was doing some map testing I would get that no interface glitch on about 1/20 gamestarts (all of which had had a playnow to remove hidden options). Saw it some 6 or 7 times total, a little less often than I saw the "gone to hell" victory on turn 2. I haven't seen either since you asked me to turn python exceptions on, since I haven't been starting so many games, but unless you fixed something I think the no interface on gamestart is a current svn bug.
Mazatl, other than jungle lizardmen, have three main particularities described in their pedias : A sense for barter, a strong priesthood and a part of the population gearing to fight armageddon ( The wyvern guys). Any of those three could make a fine emergent leader.On the emergent leaders, I think every civ that only has one current leader (Mzartl is the one that spring to mind, might be the only one) could use another for variety. Aside from them, mechanos (but I remember you already said you were looking to make one of the leaders emergent as soon as you figure out a good concept).
Raitlor is an interesting but tricky case, her whole emergent trait should describe her objectives to draw the illians out of Auric's shadow.Raitlor!
Furia the Mad has exactly one trait despite being an Important Leader. So do Weevil, Pickle, and Hyde, but no one has ever played them, so.
The Austrin could probably use another couple leaders. Maybe a pegasus knight person. Can you target being pegasus-mounted the same way you can target being undead for Naxus' second rank, which presumably applies to existing undead?
Zaria, i don't know enough to do it yet.Zaria (she is emergent) and Baron Duin.
Possibility to produce several units in a single turn is currently a part of Horde civilisation trait. So Agoge is just +40% military production building (+ reqirement for Priests of Bhall).They haven't in a while, since rife's days. It was replaced by a sizable boost to military production along with the possibility to produce several units in a single turn. ( the duplication was kept for another civ).
Not sure why the help text wasn't updated. It's fixed.