Minor Bugs

Delekhan

Prince
Joined
Jul 22, 2013
Messages
539
Location
Dallas, Texas
I've noticed that a few small and unexpected issues occur when using all of the Communitas mods from Steam Workshop.

1. The voiceovers from Techs and Wonders no longer occur.

2. I'm playing a test game with England and noticed that every unit has "Resolute" in its name on the Tech Tree.

3. I noticed that strategic resources are more common than they were in GEM. i.e. each Strategic Resource tile gives 4, 5, even 7 of a resource instead of 1-3 like in GEM. Is this intended?

4. Barbarian camps are spawning units much earlier than normal. Starting on Turn 10, they start sending out mobile units. This could be a bit of a problem. Typically they don't spawn until around Turn 30.

5. The Work Boat can enter ocean tiles! I'm sure this is an error. You can build one cheap work boat and explore the entire ocean in the Ancient era.

6. The Communitas Map seems to make a lot more mountain ranges than expected. It blocks off large portions of the map. EDIT: I found the line on Communitas.lua to fix this by setting the scatter to 600, mountain ranges are perfect for me now! :)

7. Elizabeth (England) seems to be getting the +2 movement bonus in addition to the +30XP bonus. Not that I mind, I love playing England. But I don't thing this is intended.

8. I've gotten the Scout Story 3 times in a row. Can we introduce scripting so that each story only appears once in a game?

9. Upgrade costs seem really low. 40 Gold to upgrade to a Composite Bowman? I think a more reasonable amount is 60 - 100 Gold.

10. The AI seems to be getting too many techs. I'm producing 20% - 30% more science than the leader, yet they have as many techs as I do. China entered the Renaissance at 100BC and they have the same number of techs that I do. Are they getting free techs somewhere? I'm playing on King. (I think this is from civs making a dozen research agreements at a time. The bonus from their science handicap gets applied to each and every agreement. Can we make it so that the agreements don't get the handicap, or so that agreements are cheaper but also deliver less science (-33% to -40% would work)? It gets out of control with a lot of AI players.

There are other issues I'll update as I continue testing. These are all small so I didn't bring them up until I had a bunch to report.
 
1) I think this was disabled a while ago as an option in the mod to turn it back on.
2) That has to do with a holiday easter egg in the mod. It should disappear tomorrow/today.

3) I don't think so.
4) This doesn't sound like intended behavior either.
5) Correct this is bugged.
7) Should be one or the other (I'd rather just leave it as +2 move). There's a couple leaders that are getting bonuses from default and the mod at the moment I believe.
9) I think there's an issue going on here. GEM used a larger divisor for upgrades. (somewhere between 2 and 2.5 I believe). Mod is using 1 right now. So it's too low. I always adjust it upward in my version.
 
1) The VA seems to be getting a lot of false reports. Maybe it should be defaulted to on instead of off.

4) You should discuss barbarian composition in the main forum as it is a balancing issue.

6) You should discuss any land form composition in the Communitas Map thread for feedback.

10) InfoAddict (or whatever tool you're using to keep track of the science metrics) does not take into account the per-era science handicap that the AI gains in CEP.
 
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