LK World Map Updates

:wallbash: I didn't upload the right version. :wallbash:
I got that during my early testing, and fixed it.
 
1) Diplomacy tests - contact the various civs for the 4 eras. Make sure nothing strange happens.
1A) Australia
1B) Brazil
1C) Songhai
1D) Argentina
1E) Venezuela


2) Broken upgrade paths - Play as a Civ not listed above and make sure the following paths didn't break:
2A) the path of horseman to knight to cavalry.
2B) the path of Musket to rifleman to infantry to mech infantry.
I would suggest altering the map to insure all of needed resources are in range.


3) Unique units test - make sure the civs get there UU, trip a GA, and that you can upgrade to them. IE - Horseman upgrades to Dynia, Gaucho, etc.
3A) Australia
3B) Brazil
3C) Songhai
3D) Argentina (Grimjack is testing)
3E) Venezuela
3F) USA (for the USMC)


Please post which tests you can help with. As soon as the testing is done, a new world map game will begin. Testers can reserve a slot.

Tentative WM game:
LKendter
open slot
Meldor (reserved for how long he has played the series)
open slot
open slot



I hope this is the correct upload with Argentina having warriors and spearman.
http://www.civfanatics.net/uploads6/LKCWorld-V1B.zip
 
Tested all diplomacy except Argentinians and Australians in Ancient age, and it all works.

Upgrade of Egyptian WarChariot to Cavalry works.

I can not build workers or settlers as Argentinian <--- ERROR FOUND -->
I have wheel and horseback, and horses, but I cannot build horsemen as Argentinians. <---ERROR --->

Grimjack
 
@Grimjack - let me know if you want to reserve a slot in the next world map game.

==============================================

I am baffle what happened to Argentina. They were not allowed to build any units except for the warrior and spearman that I added back. Argentina needs to be tested like crazy to the end of the game.

http://www.civfanatics.net/uploads6/LKCWorld-V1C.zip

==============================================

Also - test Zeus and Templar to make sure the normal units are generated. I say a post about new units screwing these up.
 
I did make a Zeus, and got Cavalry. Using said cavalry I got a settler from a hut, so I could get horses. :)

Then I couldn't build horseman.

I do not need a special slot. I need to consult workload before embarking on a World map. Thanks for the offer. It is appreciated.

Grimjack
 
Tested all diplomacy except Argentinians and Australians in Ancient age, and it all works.
Does this include modern age?
 
I am going to perform the following tests playing as China.
1) Ancient age diplo with Australia
2) Knights Templar
3) Broken upgrade paths
 
Yes, the diplo tests include modern age.

I have a window shortly for some further Argentinian testing.
( Unless the SGs rotate faster than anticipated. )

Grimjack
 
This days testing. Perhaps a buglet discovered.

Testing World map 1C
Choosable for build.

Worker: Check
Warrior: Check
Settler: Check
Archer: check
Spearman: Check
Catapult: Check
Swordsman: Check
Chariot: Check
Pikeman: Check
HOrseman: Check
Medieval Infantry: Check
Trebuchet: Check
Longbowman: Check
Caravel: Check
Curragh------ Remains to be tested
Galley------- Remains to be tested
Knight: Check
Explorer: Check
Galleon: Check
Musketman:Check
Gaucho: Check
Cannon: Check
Rifleman: Check
Privateer: Check
Frigate: Check
Guerilla: Check
Artillery: Check
Flak: Check
TOW Infantry: Check
Mobile Flak: Check

Upgrades:
Warrior->Medieval: Check
Sword->Medieval: Check
Horseman->Knight: Check
Chariot->Knight: Check
Archer->Longbow: Check
Spear->Pike: Check
Knight->Gaucho: Check
PIkeman->Rifleman: Check
Medieval->TOW: Check

Golden Age:
Knight does NOT start Golden Age.
Gaucho DOES kick of a Golden Age



Bugs seen:
I can build warrior in a newly captured city, in spite of having Nationalism.....
 
Bugs seen:
I can build warrior in a newly captured city, in spite of having Nationalism.....

I am trying to figure this one out. I confirmed a normal game doesn't allow this. However, why I edited a scenario to simply have a fast science rate this bug showed up! It has something to do with scenarios, but I don't know what yet.
 
I will make a new war, and see what other units may be built. The fact struck me afterwards that it might not be ok.
( I wasn't looking for it, so I didn't notice at the time. )

Any tips on how to get needed resources for modern units ? Neither oil, nor aluminum is nearby. New game, or just send settlers together with enough troopps ?

Grimjack
 
Any tips on how to get needed resources for modern units ?

When I start these test, I will simply go into the editor and put the needed resources nearby.
 
I completed some of my testing. The latest test update is below. I have NOT figured out the warrior valid build issue yet.

1) Diplomacy tests - contact the various civs for the 4 eras. Make sure nothing strange happens.
All tests are completed.


2) Broken upgrade paths - Play as a Civ not listed above and make sure the following paths didn't break:
2A) the path of horseman to knight to cavalry.
2B) the path of Musket to rifleman to infantry to mech infantry.
I would suggest altering the map to insure all of needed resources are in range.


3) Unique units test - make sure the civs get there UU, trip a GA, and that you can upgrade to them. IE - Horseman upgrades to Dynia, Gaucho, etc.
3A) Australia
3B) Brazil
3C) Songhai
3D) Argentina (Grimjack is testing)
3E) Venezuela
3F) USA (for the USMC)

4) Unit wonders still work and give correct unit:
All tests are completed.


Please post which tests you can help with. As soon as the testing is done, a new world map game will begin. Testers can reserve a slot.

Tentative WM game:
LKendter
open slot
Meldor (reserved for how long he has played the series)
open slot
open slot
 
Short summary. Finished testing Argentinians, and barring a buglet in civilopedia, all checks are green. The traits in civilopedia and in editor does not match.

Argentinians test3.

Further test some modern units now that I have edited the required resources to be near the start.

Also still need to test some upgrade paths.

curragh: Check
galley: Check
Crusader: Check
Tank: Check
Infantry: Check
Marine: Check
Ironclad: Check
Destroyer: Check
Cruiser: Check
Transport: Check
Flak: Check
Battleship: Check
Carrier: Check
Paratrooper: Check
Helilcopter: Check
Modern Armor: Check
Mechanized Inf: Check
Radar Artillery: Check
Aegis Cruiser: Check
Fighter: Check
Bomber: Check
Helicopter: Check
Jet Fighter: Check
Cruise Missile: Check
Mobile SAM: Check
Modern Paratrooper: Check
ICBM: Check
Tactical Nuke: Check
Submarine: Check
Nuclear Submarine: Check
Stealth Fighter: Check
Stealth Bomber: Check

Upgrades:
Curragh->Galley->Caravel->Galleon->Transport: Check
Chariot->Horseman->Knight->Gaucho: Check
Archer->Longbow->Guerilla->TOW infantry: Check
Spear->Pikeman->Musketman->Rifleman->Infantry->Mechanized: Check
Warrior->Swordsman->Medieval->Guerilla->Tow: Check
Catapult->Trebuchet->Cannon->Artillery->Radar Artillery: Check
Ironclad->Destroyer: Check
Fighter->Jet Fighter: Check
Flak->Mobile SAM: Check
Paratrooper->Modern Paratrooper: Check
Tank->Modern Armor: Check

Confirm that I get warrior amongst the items to choose from when capturing a city.
Seems like Riflemen does not remove the warrior->Swordsman->Medieval line of units when they arrive. I suspect this is intended behaviour though.
LKC_City.jpg


Another buglet in civilopedia ?
Build Mausoleum ( for Seafaring according to civiliopedia )
Build Copernicus ( For Expansionist )
And watch you NOT get a Golden Age. According to same civilopedia, We are supposedly Expansionist and Seafaring. We do NOT have access to Scouts in the beginning, so I suspect Civilopedia is lying.
Aha, editor gives me the right stuff. We are militaristic and commercial. Back to drawing board for wonders.
We do have KNights Templar, only missing a commercial wonder.
Great Lighthouse triggers non-UU Golden Age.
 
I can test Songhai next, but it will take a couple of days.

Grimjack
 
The traits in civilopedia and in editor does not match.
They will not match. I made zero effort, and don't even know how, to update the civilopedia with the new Civs information.


Seems like Riflemen does not remove the warrior->Swordsman->Medieval line of units when they arrive. I suspect this is intended behaviour though.
I am not sure - I took LK61, isolated a city from railnet, and did NOT get the option for warrior. Something is broken!
 
Just a comment, re: the warrior issue. Grimjack is right, Warrior is the earliest of the offensive upgrade line, and so not part of the Rifleman (defensive) path, so it is possible to have both available. Warrior would be replaced by Sword/Med Inf., which require iron. Now in LK61, if you have rail net, you probably also have Rep Parts? If so, Guerrilla is the no-resource offensive unit, so warrior would not be available. But pre-Rep Parts, warrior is the standard option if you don't have iron. Hope that helps!
 
I agree at this point the the warrior situation is a non-issue. I played around somemore and confirmed it. I am going get to work on finding some SGL names for the 5 civs - a known issue with the map.
 
I can test Songhai next, but it will take a couple of days.
Grimjack


Any news on the Songhai?

=============================

I completed some of my testing. The latest test update is below.

1) Diplomacy tests - contact the various civs for the 4 eras. Make sure nothing strange happens.
All tests are completed.


2) Broken upgrade paths - Play as a Civ not listed above and make sure the following paths didn't break:
2A) the path of horseman to knight to cavalry.
2B) the path of Musket to rifleman to infantry to mech infantry.
I would suggest altering the map to insure all of needed resources are in range.
(Grimjack is testing)


3) Unique units test - make sure the civs get there UU, trip a GA, and that you can upgrade to them. IE - Horseman upgrades to Dynia, Gaucho, etc.
3A) Australia (LKendter is testing) <<< NEW
3B) Brazil
3C) Songhai (Grimjack is testing)
3D) Argentina All tests are completed.
3E) Venezuela
3F) USA (for the USMC)

4) Unit wonders still work and give correct unit:
All tests are completed.


Please post which tests you can help with. As soon as the testing is done, a new world map game will begin. Testers can reserve a slot.

Tentative WM game:
LKendter
open slot
Meldor (reserved for how long he has played the series)
open slot
open slot
 
I completed some of my testing. The latest test update is below.
The Australian Anzac tripped a GA. The Colossus tripped a GA as expected.


1) Diplomacy tests - contact the various Civs for the 4 eras. Make sure nothing strange happens.
All tests are completed.


2) Broken upgrade paths - Play as a Civ not listed above and make sure the following paths didn't break:
2A) the path of horseman to knight to cavalry.
2B) the path of Musket to rifleman to infantry to mech infantry.
I would suggest altering the map to insure all of needed resources are in range.
(Grimjack is testing)

3) Unique units test - make sure the Civs get there UU, trip a GA, and that you can upgrade to them. IE - Horseman upgrades to Dynia, Gaucho, etc.
3A) Australia All tests are completed.
3B) Brazil
3C) Songhai (Grimjack is testing)
3D) Argentina All tests are completed.
3E) Venezuela
3F) USA (for the USMC)

4) Unit wonders still work and give correct unit:
All tests are completed.


Please post which tests you can help with. As soon as the testing is done, a new world map game will begin. Testers can reserve a slot.

Tentative WM game:
LKendter
open slot
Meldor (reserved for how long he has played the series)
open slot
open slot



I made a minor addition to have generic SGL for all of the new Civs until such time I can find real names.
http://www.civfanatics.net/uploads7/LKCWorld-V1D.zip
 
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