Thanks for the tip, Darkphoenix
Edit: found a little mistake in one of the tip you have when you are on the loading screen.
"Press the ctrl+alt+o or pressing the
green button in the upper left corner"
But that was the button from the original bug mod i think, you changed it for a brown suitcase.
Yeah, it's not much but your game has so few bug, it's hard to find something bigger
Thanks, will correct.
I just started playing this mod and it's very fun so far. I was looking through the tech tree though and had one nitpick that isn't even gameplay-related: why is the wonder unlocked by the Nuclear Fusion tech a "Cold Fusion Plant"? Given that this mod is supposed to be based on realism, that's highly unrealistic. All major real-life fusion research (ITER, etc.) is all based on hot fusion and almost no scientists believe in cold fusion.
Hm, you are right. That's a leftover from much earlier times. I think I'll actually remake it into ITER...
Bug Report.
When i play as game hangs and crashes when game screen jump to Piechota i Piechota liniowa unit (Infantry and Rifleman for polish empire). Enabling single unit graphic helps with Piechota liniowa but not with Piechota. I'm playing SVN version 4336 but this bug was present in 3.1.
I attach saved game. To reproduce bug simply fortify every unit. Eventually game will hang and crash. Hope you can fix this.
I have indeed reproduced it, but for now I can't pinpoint what exactly is causing it. I guess it will stay for now until we find a fix.
Ah it may be the thing... in 3.1 that number was relevant to the number of cities even if you didn't discovered them... maybe that in 3.2 you have to actually discover the cities to have that counter working?
I keep getting minor graphical glitches, where at the feet of the Greco-Roman worker, a large pink circle forms. This pink circle also forms randomly, on some paths, staying there til more paths are built, or you upgrade to road (as I haven't seen road glitch out, but paths have glitched all 4 games of mine.)
[Y];12421071 said:
-Since cart paths are a natural by product of activity, what if working a tile gave a random chance at having a cart path spawn there?
No easy way to do that, and also, from gameplay PoV, we want players to build those routes themselves.
-I always found it weird that a civilization can fully immerse itself in a religion even though it never researched the ideas behind that religion (can a civilization that hasn't researched Dualism really understand what Zoroastrianism is all about, etc?). I think it would be a nice change if adopting a religion only gave you access to the base bonuses (+1 happiness in worshiping cities, resource restrictions, etc), but you had to research the actual technology behind the religion before being able to build any temples, monasteries, or whatnot. This would also prevent some of the early religion-founding technologies from becoming useless to cultures that don't found the religion (Polytheism and Dualism being the worst cases, as they're just clutter if you aren't trying to found their respective religions or build Polytheism's wonders), and encourages more decision making when choosing which religion to adopt ("three of my cities have Taoism and only one has Buddhism, but i'm only one technology away from Meditation and haven't even researched Alphabet yet, hmmm")
While this has a point, from history I'd say that is not really the case. Most nations converted to a religion and stayed for a very long time without their own home theological school, relying instead on foreign priests and missionaries for important clerical positions - which didn't prevent them from fully embracing these religions. Still, you have a good point on making early religious techs more attractive to non-founder civs.
-Have you considered having a civilizations first city not automatically include a Palace? It feels weird that all civilizations have the same building (more or less) and have it across all government civics. I know some civics try to "obsolete" the palace, but what if the palace simply wasn't a standard structure? What if you had to build one in order to adopt any palace-based government civics? This would also allow government styles without strong central government (such as city-states) to put more emphasis on their own governing style (such as each city requires a courthouse or has severe penalties under the civic). The Native American sub-cultures already have something similar organized, why not make that sort of thing available to players too? One last thought about it: Not starting with a palace also givers players more diverse strategies in the early game (rush a palace for a strong central city, or focus on settling other lands in order to get the best territories?)
That would be suicidal with current gameplay balance. Almost all commerce a civ has for a very long while comes from palace. Without it, early techs would take forever to research for all civs. In short, the game is just not designed to be played without palaces. I don't even know how city upkeep would be calculated without a palace...
-I've recently been learning more about ancient/medieval warfare, and am incredibly surprised at the importance of supplies and supply routes, which most shows/movies/etc seem to ignore in their depictions of warfare. Civ IV kind of recognizes it by including military supply costs, but simple gold deduction doesn't reflect the nature of military supplies in a realistic way. Changing this system for RI feels like something that should be done. Here's a quick spitballing of how I think this can interact with aspects of RI:
-Units outside of a civ territory can be required to have a supply unit with it. Maybe only for a stack of troops in excess of a certain number (so you can have 2-3 units travel no problem, but anything larger requires a supply unit).
-Each supply unit can accommodate up to a certain number of units, so larger stacks would require more supply units.
-Supply units could be able to interact with terrain, possibly building improvements in hostile territory to either increase defense, or "farm the land" to improve supplies further, or even simply be available to settle territory immediately after destroying a city.
-Supply units might have difficulty moving through certain terrain. This can prevent large stacks from entering jungles or deserts, etc.)
-Some national units could target supply units first when attacking, or deal them flanking damage (in the same way that cavalry can damage siege units)
-Leader traits can interact with supply units
-Puts a new emphasis on campaign strategies and advance routes.
Unfortunately, that would be a nightmare from the point of AI coding. Even without supply lines, stack AI is still not adequate.
-Diplomatic relations can use some work. I understand why RI emphasis the need to build up a large army and appear intimidating or else face invasion, but this often times removes from the game's fun factor. I always play on the largest possible maps and with 25 civs or so, and frequently have diplomatic trouble simply from the amount of civs present:
-Having 8-9 civs constantly harass me with invasions simply because they're stronger becomes a major setback that's hard to recover from. I can't say how many games I've played where i was always at war with at least one invader at all times. If I don't have access to horse or copper, I'm an automatic target for my neighbors, if for no other reason than they are able to maintain a larger army than I can, always putting me behind in military strength. Even if I have one of those resources, keeping it safe can be a problem. Maintaining enough of a military to hold off invaders both at my cities and at my military resources usually leaves me at very little research, which just means that the AI will be coming back with stronger units before I can reach matching unit upgrades.
-Playing with so many civs also has a huge impact on diplomatic relations. Almost every game I play, 9 out of 10 of the AI civs end up disliking me because I: a. refused to help them at war time (usually because I'm already at war with 2-3 other civs), or because I attacked their friends (because another civ asked me, and i didn't want to risk them getting mad at me). The AI is always asking me for military help, regardless of my military strength and how many wars I currently have going on, and each such request usually means more civs getting angry at me than civs getting happy with me. The worst part is that AI civs never make each other mad in this way. since they have the "I currently have enough on my hands" request blocking, they don't ask each other, meaning they never get mad at each other, putting me at the bottom of everyone's diplomatic barrel. There's got to be a way to improve this.
-I usually try to fix this by asking other civs for military help in order to foster good relations, but when I go to the diplomatic screen, I only get the option to demand their help as tribute. This only strains my diplomacy more, since any attempt at asking for help/creating a common enemy usually only causes more stress with the civ I'm asking to help me.
But you've written yourself that all this stems from the fact that you play with a lot of civs. All that is just a natural consequence of cramming a lot of civs into quite confined conditions. To me it sounds like that is working as intended.
Is there any way to make the following map compatible with this mod?
http://forums.civfanatics.com/downloads.php?do=file&id=16308
There is, but it requires quite a lot of work. First, for it not to crash, one should specify the correct amount of teams. Then one has to go and place all the RI-specific resources by hand.
Hey guys,
Every once in a while, when I go to load a game, I seem to get Runtime Errors. It almost always happens at the same instance whether I load a game, or start a new one.
I would see the progress bar with the intro screen as it sets up the map, configures, and intializes. The progress bar would then fill saying "Finished", but then it would just hang up. I would ALT-Tab out and check Task Manager to make sure it was still running. After a while, I would then get the "Run Time Error" and the game would crash.
The problem is that this doesn't happen consistantly. This morning, while loading saved game, I got the run-time error. However, I immediately tried to start it again, and it loaded correctly and I could resume play. When it did crash, It would always crash when it should transition from the intro screen to the main map.
Is there something that causes this error? The game runs fine when it loads and I haven't had any issues during gameplay. I use Windows 7 so I don't know if something may conflict there. Any help would be appreciated. For my first game, Im enjoying the challenge and would like to keep going with it. I do have Logging enabled if you need the logs. Just tell me which files you need.
Keep up the good work!
I run into those sometimes as well, but unfortunately I think it has more to do with the code of executable itself, and thus can't be helped on our side, since we have no access to it.
Some screenshots from my last game as Austronesia, it's in the renaissance (4358)
http://imgur.com/a/p5SaE#0
My game seems to have had the common occurences:
France divided up early and Korea the strongest force in East Asia.
China died very early, Korea and Dravidia razed most of South China after that. I think it's telling that Dravidia was campaigning in China even though most of the barbarian cities in India and South Asia are still intact.
On a similar note, Persia and Mongolia are settling
beyond the barbarian cites without conquering those first. And Greece and Rome are expanding in the Middle East and Central Asia, but they're simply ignoring Illyria. Russia also isn't expanding to the barbarians that surround it and has taken out Poland instead.
We're constantly tweaking our world maps to balance them better. As the guy who ran most tests, I know all the issues you're pointing out very well. We are working on the solutions.
Hi! I need some help. When i want to pick civilazation i cant see some civs(dutch,etc.).
Please reply i want to play.
Not all civs you can see in pedia are playable. You can only select playable civs at the start.