Mr. ZorG
WTP team member
in sleep mode, units ignore danger until they are damaged or "awakened".
Thanks for reporting, but sadly this doesn't tell what went wrong, only that something went wrong. You don't get an error message with a line number in it?Hello. Thank you for this great mod. I'm testing now Hot seat multiplayer. Now is Turn 20, all is fine so far, except error messages I received about map, see attached. These ones appears when vanilla colonization loaded and repeated 4 times each. But there is no visual affect on gameplay.
I looked up the text and it says:Small bug in event window as you can see in screenshot:
I can't tell why the second city name works, but not the first. I guess it's time to investigate further.Some women have recently arrived in %s2_city and want to work as bar ladies in the saloon. Once the women of %s2_city heard about that they started rioting.
TXT_KEY_EVENT_PROSTITUTES_2 has that in all languages. I wonder if whoever wrote that had a special meaning to adding the space intentionally. Either way it feels like a typo and should be corrected even if it might have been intentional at some point.In the same case, typo: before questionmark (in second option) there shouldn't be space.
Oh that one again. I thought it was ingame, not startup. I have a fix for it, but applying it now will cause conflicts with the large rivers branch. I need to wait until they are done and merged before fixing this.Alpaya's error is due to the map the game considers default (the last one used) not existing in vanilla Col. The error is quite irrelevant and of no consequence, though annoying.
Yeah there is some rebalancing to be done here.- add more land and sea pirates and pirate bases/towns, kind of New World barbarians; maybe add (optional in start menu) barbarian civilization;
- animals are very weak and never attack ships or colonists, I can explore land with my treasures with no danger, so increase their power;
In general more information in the display is always useful. It is kind of weak in some places.- add popup message with reasons for unhappiness in town, now shown just consequences, but I need to know why my particular town unhappy, and how to improve happiness, this is new feature, and not always clear what to do;
There is a translation channel on our discord server where anybody interested in translation work are welcome to show up. There is some translation work done on Russian already, but I don't know the status. Also it's kind of on hold right now because I have to fix an issue regarding loading it with the correct character set.- add Russian translation (I can help);
Fairly big and not within the scope of the next release. However there is a thread about tech progression.- add trade perks and all trade building dependence on them, add money bonuses for first open civ, new promotions etc. (same as in Medieval Conquest MOD);
- add new YIELD_IDEAS and science line, where opening new technologies will provide access to new buildings and units (same as in Medieval Conquest MOD).
On AI, when I captured an AI city I acquired an unarmed in-city free colonist with 8xp and a great general attached, and as promotions the AI gave it both animal hunting ones... which are as useless as they sound
This is fixed now.I found this only for the three tribes; Maya, Shuar, Tehuelche:
This is fixed now as well.Small bug in event window as you can see in screenshot:
I already fixed the missing column. Opened an issue for the column icons. The columns are ok, but the GameFont icon in the top is odd. A quick look in the code and GameFont doesn't reveal issues and because of that it is pending investigation with the GameFont debug interface.Ver. 2.8.2.2:
Domestic advisor/buildings: is this one a bit bugged?
I miss column for Town Hall buildings, on the other hand there are twice "tools" and "stockade" columns.
Yes, that is how it is configured.In the Colopedia about "Giant Trees" the english entry states that Giant Trees only grow in jungles.
However in the RAR Americas Gigantic (the non-random one) map the bonus resource Giant Trees can be found on Taiga, too.
That is known already.There's an exploit for "Only 1 Colonist per Native Village" where if one has multiple volunteers selected and presses the interaction button once, ...