Report text & graphics bugs here!

schlappi said:
2. When upgrading your smithies (i.e. tin available) you need to move your stationed units out and back into the city to benefit from the upgrade, which is a little annoying.

I was just going to inquire about this. I didn't know if Smithy was supposed to give autoimatic upgrades available on the highest level of metal available or not, since I was seeing copper-weaponed units in the age of steel....
 
The smithy code is triggered when entering a city (by moving or creating a unit). While it would be possible to have the game cycle through every unit in a city that would be considerably more intensive than it is right now and would likely result in some performance issues, esiecially on the larger maps and later in the game when more units are around. Limitiations with python make it difficult to optimize anymore than it already is so increasing the workload is probably out of the question right now. I'm always looking for ways to streamline things though so although I don't think we'll be actively working on changing the smithy code don't be suprised if it suddenly gets changed/fixed.
 
Thx for the explaination :)
 
Waterloo said:
Wanted to specify the problem:

Playing: random Map, Archipelago, standard size, Dacians, Chieftain level (it was the game of my son;) ).
When moving or directing the given Peltast unit to a tribal village this message pops up:
Memory allocation failure - exiting program
Reason: bad allocation

When playing the phoenicians on a random map I had no errors so far.

May be that helps a bit, haven't tried any other civs on random map.

Thanks a lot for your work,

Waterloo

What graphics card do you use? We had a few errors reported with the Peltast.
 
ATI Mobility Radeon 9600

The Mod works beside this perfectly, no other problems encountered so far.

Waterloo
 
In the city build screen it is not told how many buildings of one sort you need to build in order to build another when mousing over the picture (i.e. libraries - academies). It is told in the civilopedia though. The only exception is the forbidden palace, where the amount of courthouses needed is shown.
 
Civlopedia entries for the different weapons categories could list requirements for each type. Maybe a little description of the pop out, pop back in smithy upgrade functionality. Can someone straighten this out for me (and for others who read this forum)? Is it the case that you could have a smithy in one city and have all units in your empire move through it at some point to get weapons upgrades? Its like a holy pilgrimage Mo(ses OR hammed).
 
much2much said:
Can someone straighten this out for me (and for others who read this forum)? Is it the case that you could have a smithy in one city and have all units in your empire move through it at some point to get weapons upgrades?
Yes, you can get away with a single smithy a unit will gain the highest possible weapon promotion upon entering any city with a smithy. In fact, now that they only penalize the city with bad health I only build one in my great engineer factory and then as needed in cities located where my units can easily pass through on their way to the front lines.
 
on note with the simithies, ive noticed that it only allows me to upgrade warriors, axeman, swordsmen, etc. but not javelineers or spearmen. is it supposed to be like that?
 
Medium units, Heavy units and Cavalry units can all receive weapon upgrades. So essentially anything but javelin/archery units (mounted and foot) and siege weapons. Spearmen do get weapon upgrades, I can confirm that with the current version.
 
Seven05 said:
Medium units, Heavy units and Cavalry units can all receive weapon upgrades. So essentially anything but javelin/archery units (mounted and foot) and siege weapons. Spearmen do get weapon upgrades, I can confirm that with the current version.

ahh gotcha, that makes sense. thanks
 
Resource bugs: All the resources are off by one so the graphics do not match the resource they are.

Also Steel Weapons need Iron and Charcoal, do they not? I tested and found that to get steel weapons you need Iron and Timber, not iron and charcoal. (this should also be mentioned in the promotions guide in the civilpedia).

thamis said:
What graphics card do you use? We had a few errors reported with the Peltast.

A work around till they fix it can be done by the following:

Locate the file:
Mods/The Ancient Mediterranean/Assets/XML/Art/CIV4ArtDefines_Unit.xml

Make a backup copy of this file.

Open the original, search for "peltast"

Make the <NIF>, <KFM>, <SHADERNIF> tags for the peltast match those same tags for the ART_DEF_UNIT_MALI_SKIRMISHER, (it's the unit right above the Peltast, and is the Javilineer in game).

This will just make the peltast look like a javilineer, but it will still be a unique unit in that it has it's own custom stats.

Cham
 
I'll add one, mostly because I keep forgetting to tell Thamis :)

Several units aren't using propper formations, they're probably not listed in the formations xml file. It's almost entirely limited to UUs. The ones I remember off the top of my head are: (I know there are more, I just can't think of them)

Kambsor (Illyrian Spearman)
Iron Swordsman (Hittite Swordsman)
 
speaking of which, is it possible to give a few units like the Phalanx and the Legion a more 'formation' like layout, like a square or block, reflecting they way they were arrayed on the actual battlefield? I realize that the indig=vidual scale of the units will need to be tweaked, but I think that this would be an enhancement of an already superior mod...
 
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