Release candidate 2.8.2.0 - testers needed

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.

Also below are few ideas for developers IMHO.

General ideas:
- 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;
- change happiness icons to yellow - happy and red - unhappy, same as in Civ 5, more visual;
- 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;
- add Russian translation (I can help);

More sophisticated wishes:
- 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).

Thank you!
 

Attachments

  • Error 1.jpg
    Error 1.jpg
    17.9 KB · Views: 67
  • Error 2.jpg
    Error 2.jpg
    17 KB · Views: 69
Last edited:
Small bug in event window as you can see in screenshot:

prostitutes.jpg


In the same case, typo: before questionmark (in second option) there shouldn't be space.
 
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.
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?

Small bug in event window as you can see in screenshot:
I looked up the text and it says:
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.
I can't tell why the second city name works, but not the first. I guess it's time to investigate further.

In the same case, typo: before questionmark (in second option) there shouldn't be space.
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.
 
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.
 
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.
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.

You can do it manually if you like. Rename PublicMaps to PrivateMaps. Yes it's that simple but renaming it in git is not a good idea while somebody is working on the files inside the folder.

- 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;
Yeah there is some rebalancing to be done here.

- 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;
In general more information in the display is always useful. It is kind of weak in some places.

- add Russian translation (I can help);
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.

In general I want to organize translation work better. I just need to figure out how.

- 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).
Fairly big and not within the scope of the next release. However there is a thread about tech progression.
 
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
 
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

In my last game on the RAR Americas Gigantic map I had several free colonists walk over a long distance to get to indian villages to learn their specialty.
I lost 3 colonists in that game due to attacks by wild animals - so those promotions are not completely useless. And e. g. an "Expert Hunter" with an animal hunting promotion due to XP gained by surviving animal attacks in the wild sounds and is more immersive than gaining "Drill Sergeant" or other military promotions.
 
You wouldn't attach a great general to a free colonist, much less then use that great general's xp for promotions that are useless to a military unit. Not to mention then using that unit as a regular colonist within a city all the while the enemy is literally at the gates.
And if you are playing with animals enabled you should know better than sending unarmed pops unescorted through the wilderness... attach a scout or something lol.
 
I found this only for the three tribes; Maya, Shuar, Tehuelche:
Maya.jpg
Shuar.jpg
Tehuelche.jpg


Instead of the name of the tribe, there is this whole "TXT_KEY_CIV_..." writing. You can see this when you visit the tribe for the first time with a scout, if you hoover with mouse over the village or in the Foreign Advisor. I guess this happens everywhere if there is mentioned a tribe.
 
Last edited:
Bug in the Custom House setting?

I play huge/maraton in this game, a basic unit of commodities is 300 pieces. Default value in a custom house for selling goods is 1200 for some commodities, for some 300. I tried to adjust the quantity for some commodities in the custom house, some I left unchanged. As you can see, I didn't change horses and coca leafs but changed all other commodities in the picture where it is written 999.
When I want to change any value to a value higher than 1000 (let's say 999 back to 1200), it is automatically reverted to 999. I think this is some sort of bug.

Custom house.jpg
 
in the center of the screen is not the city about which the message says.
a similar error was with the wrong unit selection during the event.
upload_2021-1-7_18-9-33.png
 
I tried to organize the reports to try to avoid forgetting something mentioned here. I opened issues on GitHub for all reported issues. Feel free to comment or add more issues if I overlooked something.

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.
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.
 
In the Colopedia about "Giant Trees" the english entry states that Giant Trees only grow in jungles.
Spoiler :

upload_2021-1-7_18-22-21.png



Historically that would be true e.g. for the Brazil Wood that gave Brazil it´s name.
https://en.wikipedia.org/wiki/Paubrasilia

However in the RAR Americas Gigantic (the non-random one) map the bonus resource Giant Trees can be found on Taiga, too.

e.g. in Iceland
Spoiler :

upload_2021-1-7_18-24-53.png



Or Canada
Spoiler :

upload_2021-1-7_18-27-18.png


Here 3 times: 2X on Taiga and 1X on Forest.

If the Colopedia is right and "Giant Trees" should be only in Jungle and "Boreal Forest" (the other bonus resource that adds valuable wood) only on Taiga, then
Icelands and Canadas "Giant Trees" on Taiga should be changed to "Boreal Forest" and the one "Giant Trees" on Forest be changed to "Timber".

WtP has no threads for the maps that come with it, yet?. When I have questions or suggestions about a map that are not bugs, should I create a new thread for the map in question? Or are maps discussed somewhere else?
e.g. if I would like to have the Delaware and James rivers added, perhaps like that
Spoiler :

upload_2021-1-7_18-33-54.png


The Hudson River is already on the map, even it´s fork into the Mohawk River, but the Delaware River (the one Washington crossed during the rebellion) and the James River (the one where the second english colony, Jamestown was founded) are missing.
 

Attachments

  • upload_2021-1-7_18-22-10.png
    upload_2021-1-7_18-22-10.png
    2.4 MB · Views: 44
There's an exploit for "Only 1 Colonist per Native Village" where if one has multiple volunteers selected and presses the interaction button once, then the confirmation diplo-thing will appear sequentially for all of them, and they'll all get trained. Also seems to train them at full speed.
 
In the Colopedia about "Giant Trees" the english entry states that Giant Trees only grow in jungles.
Yes, that is how it is configured. :)
It is also used like that when Bonus-Ressources are automatically generated.

However in the RAR Americas Gigantic (the non-random one) map the bonus resource Giant Trees can be found on Taiga, too.

There are uncounted small bugs in the "non-random" Scenarios.
(The Bonus-Ressources are not automatically generated in such Scenarios, they have been placed manually.)

It is simply related to the fact that the "non-random" Scenarios get outdated very fast, once the mod changes.
(Or the Map-Makers had simply made mistakes.)

That is one reason why I hate such "non-random" Scenarios. :cringe:
They are almost impossible to properly maintain as long as the mod is still changing.

Edit:
It is corrected now. :thumbsup:
(The "Giant Trees" in Tundra have been replaced by "Boreal Forrests" as intended.)

Edit 2:
Did the same for the "non-random Huge Version".
(Bug was reported for "non-random Gigantic Version".)
 
Last edited:
There's an exploit for "Only 1 Colonist per Native Village" where if one has multiple volunteers selected and presses the interaction button once, ...
That is known already. :)
Has simply not been fixed yet.
 
I couldn't find a generic feedback thread, so I hope it's alright to place it here.

Currently some resources are completely redundant and superfluous.
Ropes are only used for ships, and sails also for wagons, and literally nothing else. For ships they're most often required in the same or very similar amounts. They also take the exact same work to make, and from the same basic resource. It really would be of no consequence, except reducing micro and overhead, to have them merged into "ropes & sails" or equivalent.
Similarly, muskets <-> cannons; and tools <-> blades have the same issue. There's little reason to require cannons for ships when it would cost the exact same with muskets. Currently they're even called "guns" in-game (as in vanilla), which can mean both at the same time.
As is a war ship to be immersive would require: rope, sails, tools, blades, muskets, and cannons
Without the overlap it'd be simplified to: rope/sails, tools, guns
 
Back
Top Bottom