Plus some fixes (or proposed fixes). I'm partly cataloguing these here so I can work on some of them in a checklist and post some fixes.
1) Banaue/Lalibela are not hill-limited on +1
/
or territory pops. Doesn't appear to be any lua code to scan for hills anywhere. The effect also is not city limited. Any tile in the city radius is improved regardless of what city works it. Appears fixed
2) No artwork used for new wonders appears to cause some "ghost" cities. Easily fixed with available art. Fixed.
3) Panama doesn't appear to provide +1
using the tradition bonus as it's not listed on the tooltip. (Could just be a very busy wonder and it got shoved off but I doubt it as there are other busy wonders). Itaipu does this also. Must have to do with the tradition code. I suspect it doesn't detect them for lack of culture? I will check. Fixed.
4) Courthouse gold price is fixed at a 100 building cost price, while production price varies with size (+10 per?). It's therefore always more efficient to buy it even though it is intended to be far more expensive with gold. I'm testing this one as a fix by putting the per pop cost modifier ahead of the hurry gold price. My guess is it runs the one before the other and causes a mismatch in the gold cost when going to buy it. Fix didn't work but I'm pretty sure that is what is happening is gold cost is fixed. Could be cost is fixed too. Appears fixed, still testing.
5) Liberty specialist +2
is way too powerful and needs to be adjusted for balance. Ideally to a +
bonus for using a specialist per city rather than per specialist. Early game finisher is as powerful as a late-game wonder right now and makes most mines and most villages essentially useless for most of the game. Fixed for now. Possible adjustments to AI still needed to make the policy changes work more effectively but better balanced.
6)City screen hangs when changing/locking tiles/specialists. Slight delays on selecting workers or cities late in game. Hard to track what the cause is in the mod but seems replicated by many others. Much improved.
7) Unit upkeep appears to adjust upward with game speed. I'm not sure if that's intended or not, but it's looking like ~1.5x or 2x the cost on slower game speeds and 2/3 on faster. When deleting a unit, change in net gold is more/less than the displayed cost and the change in unit maintenance costs is higher also. For an ironclad of 10
, it caused a difference of 22, Rifle of 13
, 28, on a marathon game in unit costs.
It displays in the hover text as though it's still at normal speed so I suspect it's not intended. Should be easily fixed if gamespeed or a related variable can be used in the formula. Potentially a ton of money on epic or marathon games especially late with high cost units. The formula runs after costs have been increased for units in the units directory as it should. I'm not sure if it runs after any game speed modifiers to that cost or not have taken effect. Nor am I sure when the upkeep cost as tooltip is generated for display.
8) "City happiness", ie excess local happiness, appears to cause a disparity in the top bar UI happiness, which is then often several points off by the late game. In a current game in 1920s it's off by 11. This added up roughly to the difference the last few times I checked within 1.
9) Some text issues on some tooltips. Faith in city screen works correctly when moused over but not on visual inspection. Some buildings/units in city build queue help text are incorrectly defined. Tooltips are working for each correctly but text once they appear in the queue is incorrect or out of date. That could be confusing. The tooltips themselves work properly however. Other than belief related effects on shrines.
10) Shrines appear to be providing belief bonuses associated before beliefs are selected. (working on this one now). Appears fixed.
11) Promotion tooltips in some cases need updated, mostly reflecting recent promotion changes like swords +25% vs cities. Fixed.
I had some conflicts with my own personal modifications which brought back some zombie promotions (sentry and coastal raider 2 most notably, as I think both are nixed). I'll test this one again when the next version comes out as I think I got it sorted out finally, but it's not as significant as a mouse over on some promotions conflicting with their bonuses in actual combat. (Again most of these are easy to fix). Fixed it. (Mostly, still glitchy on melee ships promos).
12)Diplomatic text piles up on one side during peace talks making it hard to sort out agreements of who gets what. Also terms cannot be adjusted. The apparent error is at least consistent, even if I could not identify the effective source in the actual code. Fixed.






6)

7) Unit upkeep appears to adjust upward with game speed. I'm not sure if that's intended or not, but it's looking like ~1.5x or 2x the cost on slower game speeds and 2/3 on faster. When deleting a unit, change in net gold is more/less than the displayed cost and the change in unit maintenance costs is higher also. For an ironclad of 10


It displays in the hover text as though it's still at normal speed so I suspect it's not intended. Should be easily fixed if gamespeed or a related variable can be used in the formula. Potentially a ton of money on epic or marathon games especially late with high cost units. The formula runs after costs have been increased for units in the units directory as it should. I'm not sure if it runs after any game speed modifiers to that cost or not have taken effect. Nor am I sure when the upkeep cost as tooltip is generated for display.
8) "City happiness", ie excess local happiness, appears to cause a disparity in the top bar UI happiness, which is then often several points off by the late game. In a current game in 1920s it's off by 11. This added up roughly to the difference the last few times I checked within 1.
9) Some text issues on some tooltips. Faith in city screen works correctly when moused over but not on visual inspection. Some buildings/units in city build queue help text are incorrectly defined. Tooltips are working for each correctly but text once they appear in the queue is incorrect or out of date. That could be confusing. The tooltips themselves work properly however. Other than belief related effects on shrines.
12)