Post Feb 1st 2013 - bugs - Single Player

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Olive Gatherer - yes when resources become available kept changing. When did olives start being used as food?
In game : reavel by orchad
In history : near 2000BC, in Crete

The simplest solution would to rename "Scotland Yard: to something else.

Like "Secret Intelligence Service"?

2) The Hades Project tried to add reasonable requirements for buildings but Great People are special and can build their buildings without regard to requirements beyond tech.
Strange, because Great Prophet work with others req (City pop some version earlier, number of wonders and Holy City)
 
Scotland Yard is the police headquarters. It has nothing to do with spies and very little to do with counterspies.
 
In game : reavel by orchad
In history : near 2000BC, in Crete

Now all we need to check is when the Orchard tech is aproximately by date, to see if it fits.

Strange, because Great Prophet work with others req (City pop some version earlier, number of wonders and Holy City)

Shrines are not wonders of any type. Holy City is part of the definition:p but yes the pop is a limit but that is a C2C concept and is on all buildings.

Yes "Scotland Yard" would be a good name for an anti-crime building as would Interpol. Having "Headquarters" in its name would not work since you could possible have more than one. The idea of spying on your enemies seems to have been foreign to the Romans (Nero and before) which would indicate a late-Classical start to such activities. But in the East the idea seems to have been around earlier but not by much.
 
In game : reavel by orchad
In history : near 2000BC, in Crete

Is this when they started eating them, or when they started growing them for food? I strongly suspect they discovered them as food way back at gathering, along with all the other fruits (and plants, tubers, mushrooms, nuts, insects, frogs, etc., etc.) that didn't kill them.
 
Yes "Scotland Yard" would be a good name for an anti-crime building as would Interpol. Having "Headquarters" in its name would not work since you could possible have more than one. The idea of spying on your enemies seems to have been foreign to the Romans (Nero and before) which would indicate a late-Classical start to such activities. But in the East the idea seems to have been around earlier but not by much.

Spies in the sense of intelligence-gathering infiltrators are referenced in the book Joshua of the Hebrew 'scriptures' (the story of the siege of Jericho). Spies in the sense of covert scouts are mentioned even earlier. Of course, this all begs the question as to when these stories were written. Before the Roman Empire, I think it's safe to say.
 
There appears to be something wrong with the art. I am getting all the way through the small splash screed with load XML etc. but it is not then displaying the main menu. This is usually caused by missing art rather than wrong art. I tested against the SVN copy rather than the version I am working on.
 
There appears to be something wrong with the art. I am getting all the way through the small splash screed with load XML etc. but it is not then displaying the main menu. This is usually caused by missing art rather than wrong art. I tested against the SVN copy rather than the version I am working on.


Dang, that doesn't mean that, it means that Thunderbrd's fix didn't work.:rolleyes: I'll bet that the dump will have it crashing in trait loading.
 
Helps if you don't overwrite the fix with an update of your own that puts it back to the way it was before repaired, goose! :lol:

Anyhow, I just fixed the mlf and (again) the TRAIT_POLITICIAN reference that should've been TRAIT_LS612_POLITICIAN.
 
Python error message: BarbarianCiv and RevolutionInit

SVN: 4883, No Viewports

Spoiler :
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag FEATURE_VOLCANO_DORMANT
Can't find type enum for type tag FEATURE_VOLCANO_DORMANT
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag FEATURE_VOLCANO_DORMANT
Can't find type enum for type tag FEATURE_OBSIDIAN_PLAINS
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag FEATURE_COMET
Can't find type enum for type tag FEATURE_OBSIDIAN_PLAINS
Can't find type enum for type tag FEATURE_COMET
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag FEATURE_VOLCANO_DORMANT
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag FEATURE_SCRUB
Can't find type enum for type tag FEATURE_DEAD_FOREST
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag FEATURE_MUD
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag FEATURE_OBSIDIAN_PLAINS
Can't find type enum for type tag FEATURE_OBSIDIAN_PLAINS
Can't find type enum for type tag FEATURE_MUD
Can't find type enum for type tag FEATURE_MUD
Can't find type enum for type tag FEATURE_MUD
Can't find type enum for type tag BONUS_DYE
Can't find type enum for type tag FEATURE_EXOTIC_CORAL
Can't find type enum for type tag FEATURE_EXOTIC_MIN
Can't find type enum for type tag FEATURE_EXOTIC_SEALIFE
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 651, in callFunction
File "BugUtil", line 630, in lookupFunction
File "BugUtil", line 622, in lookupModule
File "<string>", line 52, in load_module
File "RevolutionInit", line 23, in ?
File "<string>", line 35, in load_module
File "<string>", line 13, in _get_code
File "
  • BarbarianCiv
", line 1501

iDist2 = gc.getMap().calculatePathDistance( capital.plot(), pBarbCity.plot() )

^

SyntaxError: invalid syntax
 
Is this when they started eating them, or when they started growing them for food? I strongly suspect they discovered them as food way back at gathering, along with all the other fruits (and plants, tubers, mushrooms, nuts, insects, frogs, etc., etc.) that didn't kill them.

According to the German Wikipedia, there were corpus of finds (sic? that what my dictionary tells me for discoveries at dig sites... probably going to have to watch Indiana Jones in English at some point :eekdance:) of olive stones as old as 9000 BC. Those were from wild growing olive trees though (or so they suspect), and cultivation didn't begin until 4000 BC in Syria and Crete.
 
SVN 4869
I "transform" a subdued elemphant in an Elephant worker and he keeps all his Animal <terrain> safe and dont have all automatisation option (but stil can build mines, roads...)

Is it normal than Ngaiism building dont give bonus too hunter and scout units?
 
SVN 4869
I "transform" a subdued elemphant in an Elephant worker and he keeps all his Animal <terrain> safe and dont have all automatisation option (but stil can build mines, roads..)

Upgrading keeps promotions, I am not sure how to get rid of them.

Which automations are missing?

Is it normal than Ngaiism building dont give bonus too hunter and scout units?

The Ngai promotions are only given to animal, mounted, melee, archer and wooden ships. So recon, hunter, medic, spy, diplomat and civilian units wont get them.
 
hi
I've got C2C v27.0 and Administration Advisor do not work (shortcut F1 also not opening any window). Also when i turn on Revolution mod, the new button dont work either (not opening new windows from Revolution - shortcut also not working).
 
I dont think the gameplay should be THIS bad to start a game, what do you'll think?? (see area's circled in red)

Is it due to a trait?

IMO traits should NEVER impose an absolute negative gold (only negative gold percentages and similar), or else they become overwhelming in the early game.
 
Upgrading keeps promotions, I am not sure how to get rid of them.
But not if the new unit category cant have them... When I ipgrade an archery or melee unit to a gunpowder unit, it lost some promotion

Which automations are missing?
All of the worker's one.

The Ngai promotions are only given to animal, mounted, melee, archer and wooden ships. So recon, hunter, medic, spy, diplomat and civilian units wont get them.
But is it something wanted? Mainly for hunters and scout.
 
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