Gem 1.13.1 - Civup 2.4.1 - Bag of Bugs

timbuktu

Warlord
Joined
Aug 12, 2011
Messages
111
Location
Warszawa
1) It is not compatible with CSD v35. I've checked option files and set everything to match each other but a bug remained. Instead of giving free palaces the opener of liberty gives The Summer Palace. So far I've seen the WWonder appeared at my capital city, only city, but possible if I had 2-3 cities I'd acquire more WWonder of this kind.

After disabling CSD v35 the problem ceases but the other remains.

2) Purchasing cost, GPT at the beggining and hammers required for buildings seem to be like in the Vanilla, for example 600 gold for settler while GPT is +8. It isn't intended, is it?
 
Does anyone except me encounter the bug with purchasing cost (the second one described) ?
It annoys me a lot and prevents me from enjoying game. Thanks for all replies.
 
Does anyone except me encounter the bug with purchasing cost (the second one described) ?
It annoys me a lot and prevents me from enjoying game. Thanks for all replies.

I don't really understand the descrition. Could you rephrase?

\Skodkim
 
Sorry for my poor english. So I meant that purchasing units/buildings requires the amount of gold like in vanilla. For example in order to get settler I have to spend 600 gold. In previous versions (2 updates ago) it required only about 360 gold.
 
Sorry for my poor english. So I meant that purchasing units/buildings requires the amount of gold like in vanilla. For example in order to get settler I have to spend 600 gold. In previous versions (2 updates ago) it required only about 360 gold.

I've notived this too. Think it was a deliberate tweak (can't seem to find it in the release notes though), but maybe someone can comfirm.

\Skodkim
 
Such a relief I feel that not only I met this alternation. Pay attention if production (hammers) cost for buildings/units, culture cost for policies and food for population have increased too (most likely to vanilla's value).
I don't think the changes are intended because due to it gameplay loose its fine dynamics that everyone got used to.
 
Settler rush buy modifier was raised from 50 to 100. Which increased the price. It wasn't in the release notes, no. All rush buying has a slightly higher cost exponent too than in previous versions. Settlers were awfully cheap before in my opinion but this may be too large a jump.

I don't think population growth, culture costs, etc were fiddled with from previous versions of GEM (from what I can see and have experienced). Mostly early buildings went up in price slightly and units (all of them) cost more to rush.
 
I still believe that rush buying somehow buggy is and production (hammers) costs increased, recently it has never taken me 14 turns to build up monument.

3) Next bug to confirm: Terracotta Army - it does nothing, the city doesn't get any new land (within and beyond 3 nearest titles). The Temple of Artemis and Stonehenge works well. For all these wonders there are no description (functionally) in civilopedia.

I am sorry for not posting any lua.log files, I will try do it tomorrow.
 
I don't think monuments went up in cost, but several other early buildings did (granaries, walls, colosseums, markets, barracks, etc).

Production :c5production: costs were increased indirectly by reducing the base per city production (other than the capital) and adding a new building (city hall) to bring city yields back up to 3 :c5food:/3 :c5production:. This would noticeably increase the amount of time to build things (and to grow).

I'm not sure we need to force the construction of this building, we could make it a dummy building costing 1 :c5gold: instead if this was an important goal.
 
It might be related to the no-tooltips on wonders/buildings error.

Did Stonehenge give 50 instant faith, and does Artemis give archer bonuses and 10% food? It might not be loading much of any of the building/wonders changes in the mod as a whole.
 
Sorry to hi-jack this thread a bit, but as there are threads scattered all over the place especially with the updates coming thick and fast I thought I'd consolidate some. So, on the topic of bugs, or potential bugs, I'll update what I said about the enhancer belief 'Religious Unity' in the 1.13/2.4 thread. This is what it shows in GEM 1.13.1:
Code:
<Update> 
<Where Type="BELIEF_RELIGIOUS_UNITY"/> <Set FriendlyCityStateSpreadModifier="1000"/> 
</Update>
The value of '1000' goes back to at least GEM 1.12 (the earliest version I have), while the default/original value (i.e. non-GEM) was '100'. I couldn't find out on Communitas or here whether this shift is intentional, but maybe it is. Anyway, it's too high. It basically means City States that are in range are automatic conversions.

PS Terracotta Army gives me the tiles instantly.
 
- The value of '1000' goes back to at least GEM 1.12 (the earliest version I have), while the default/original value (i.e. non-GEM) was '100'. I couldn't find out on Communitas or here whether this shift is intentional, but maybe it is. Anyway, it's too high. It basically means City States that are in range are automatic conversions.

It actually goes back pretty far. It was intended at the time. We could probably tone it down safely.
 
Ah, I see, thanks. I'll tone it down for myself even it's not done officially. It's way too strong, imo.

I think I'll make myself a cumulative list of all of the changes.
 
Yeah. The wiki page should have most of the changes outlined, but I haven't looked at updating it yet for 1.13 (it made a ton of shifts to the economy and some of them are likely to be increased or reduced still).
 
Just noticed that in GEM 1.13.1 some of the tool tips need to be adjusted to the new building names, e.g. Flavian Amphitheatre still says it gives a free Colosseum in stead of arena.

Edit: Maybe I should be a bit more precise: It's the tool tip that shows when you hover the mouse over the wonder in the tech screen.

\Skodkim
 
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