Post Feb 1st 2013 - bugs - Single Player

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I checked the Stone Quarry compared to the other quarries and mines and they all cost a base of 100. It may be that since the Stone Quarry comes first, its so noticble, but they are all infarct the same cost.

Note there are other minor building like the Chalk Pit which is way cheaper (10 hammers). So that may be skewing how much you think they should be worth. But since the Stone Quarry lasts all game 100 hammers will seem like nothing later on.

Alright. It was indeed the Chalk Pit (50h on "Eons" speed) and Stone Quarry (500h on "Eons" speed) difference that made me wonder. At that time they had the same effect and one was ten times more expensive, but I guess it's the all game factor that makes them that valuable. Thanks for the perspective.
 
There is a cascading effect that stops Tengriism from spreading in future eras:

  • You can´t spread Tengriism because you can´t build Tengri Shamans.
  • You can´t build Tengri Shamans because Shaman´s Yurta isn´t working.
  • This is because you have no leather.
  • You have no leather because the leather factoy has no hides.
  • There are no hides because all the hide producing building have become obsolete.

All other missionaries can be built until the end.

To solve this, I would suggest that hides are produced by other buildings, a good suggestion might be the butchery or the meat packing plant. As long as meat is produced there will also be hides...
 
Do you have a save of the turn it was built in? Was there a ship there at the time?

I'll need to check my regular saves, how far back they go (I could just skip turns until I get to that point again if you need the save) - my autosaves were wiped due to starting a new test game and my quicksave of course is from right after building it. But yeah there was a galley there that I use to move troops to and from the two sides.

Edit:

Uploaded it here: http://www.mediafire.com/?10b7dsejdkn44d3

Silk Road gets built when you end the turn, road gets built like it's supposed to if you move/destroy the galley from that narrow water area.


Supppose there's no way to get the World Builder working with viewports (so that it'd load only the section instead of the whole map)? I'd fix the roads in my quicksave but the darn thing crashes the game after I try and exit WB.
 
Anyone else having trouble with siege unit bombarding? For some reason the rams don't have the bombard button anymore in my game. I know they don't get ranged bombardment but they should at least be able to reduce city defenses.

Yes, In Ancient Era, I have rams than can´t do anything but defend themself; and they havn´t the bombard button.
 
I'll need to check my regular saves, how far back they go (I could just skip turns until I get to that point again if you need the save) - my autosaves were wiped due to starting a new test game and my quicksave of course is from right after building it. But yeah there was a galley there that I use to move troops to and from the two sides.

Edit:

Uploaded it here: http://www.mediafire.com/?10b7dsejdkn44d3

Silk Road gets built when you end the turn, road gets built like it's supposed to if you move/destroy the galley from that narrow water area.


Supppose there's no way to get the World Builder working with viewports (so that it'd load only the section instead of the whole map)? I'd fix the roads in my quicksave but the darn thing crashes the game after I try and exit WB.


Thanks for the save. WB in viewports is not readily doable, but once I upload a fix for this to SVN (later today hopefully) you can at least play forward from the save again with the fixed version. I'll also see about having the modifier recalc remove any routes that are on terrain they are not allowed to be on for you, so that a recalc will 'fix' the road by removing it from the water tile.
 
That's great. Is it a blanket fix or does it need to be done for Silk Road, specifically? If the latter, I guess you'd need to fix the Via Appia as well (assuming the road generation mechanic is similar to SR).
 
That's great. Is it a blanket fix or does it need to be done for Silk Road, specifically? If the latter, I guess you'd need to fix the Via Appia as well (assuming the road generation mechanic is similar to SR).

If it's what I think it is it should work for both
 
No - it's an island that is 100% swamp with no rivers and has a city - need a fresh water building in the city so that the surrounding tiles are irrigated??

You can remove the feature swamp at canal systems but you need a terraform tech to change marsh into something else. And a source of water to use it.

This is strange since "we" have been draining marsh for ages and have reached the knowledge that mostly it is not something we should do as it increases the severity of floods and droughts. As my cousin in the UK said - he has spent most of his life draining marsh and now he spends his time putting it back.
 
There is a cascading effect that stops Tengriism from spreading in future eras:

  • You can´t spread Tengriism because you can´t build Tengri Shamans.
  • You can´t build Tengri Shamans because Shaman´s Yurta isn´t working.
  • This is because you have no leather.
  • You have no leather because the leather factoy has no hides.
  • There are no hides because all the hide producing building have become obsolete.

All other missionaries can be built until the end.

To solve this, I would suggest that hides are produced by other buildings, a good suggestion might be the butchery or the meat packing plant. As long as meat is produced there will also be hides...

I fixed the Hunter's Camp so it doesn't go obsolete. Thus Hides will not disappear anymore. Thanks for reporting.
 
Does that text key just need to be added to either RoM_GameTextInfos_Promotions.xml or C2C_Promotions_CIV4GameText.xml? If so I can do it if Thunderbrd is working on other things.
 
That's an issue with ls612's promotionlines. I don't know what's quite wrong there but it'd be easily fixed by simply placing the promotionline definitions into the core promotionline file. I may not have it setup quite right for the WoC modular loading in the text reference somehow and that's something I'd have to ask AIAndy to look into at some point if he'd be willing to hunt for that bug.

I took a brief glance at ls612's files and they SEEMED ok but quick check at the reference calls between the promotionline definitions and the text file headers to make sure they are the same could reveal an issue I didn't take the time to analyze yet. But if they do match up right... I'd say to try to put the text and/or promotionline definitions into the core and see if either one clears things up that way.

Does all this make sense to you SC? (I'm a bit pressed for time to directly address this right now, yes, but perhaps over the weekend I can look into it a bit more or ls612 can play around with that a bit to see what he could do to get it to work correctly...)
 
Is anybody else missing the city tile radius when selecting a Settler? The game option is activated and viewports are on.
 
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