RFC Europe: Small bugs/fixes

Did you get a popup asking to crush the rebellion/bribe the rebels or do nothing? When someone respawns you should get a popup allowing you to keep some of the cities that you have previously conquered. If you didn't get a popup, then there was a bug, however, it would be very hard to figure out without a savegame.

No, when they respawn they either take Damascus without asking, or don't take at all. Well, I have a savegame which is some 40 years before they respawned, could it be useful?
 
No, when they respawn they either take Damascus without asking, or don't take at all. Well, I have a savegame which is some 40 years before they respawned, could it be useful?

You can also post an autosave, if you have it anabled. Which has a closer date to the problem.
 
Seems like the late gunpowder units does not ignore the defences of castles and city walls. Noticed this when I upgraded my Swedish Karolins into line infantry. These new and "better" units turned out to be inferior when assaulting a city.

Also Grenadiers are pretty useless as assault troops since they count as "heavy infantry" and not "gunpowder" units.
 
Notre Dame and Leaning Tower (and maybe others) don't have a file in the arts/movies dir and ingame when I build them, it shows garbage (when it should show the anim or frozen pic).

Also, I was chosen to lead the first crusade (with Hungary) and captured Al-Quds and Soar and Dimasq, but they didn't change names.

Another question: early in the game (still Hungarians) I was able to trade tech for tech. In the high and late middle ages I found the other civs "can't trade" (philosophy, patronage, gunpowder..). (Note: not won't, but can't , and I have two friendly vassals, even they can't). I don't know what is the reason for this. Could you give some insight?
 
If they gained a tech through trade, they can't trade it back. They can only trade techs they have researched themselves.
 
Notre Dame and Leaning Tower (and maybe others) don't have a file in the arts/movies dir and ingame when I build them, it shows garbage (when it should show the anim or frozen pic).

All art files (except wonder movies) are located in the .FPK files. If you want to "unzip" that pakfile, here is a tool to do it.

The Notre Dame is a vanilla art file. We don't have this art file in our .FPK, because we use the vanilla one. If it doesn't work, you probably have a corrupted download. (At least the CIV4ArtDefines_Building.xml isn't correct)
 
Civs cannot trade techs before their "historical discovery date", this is to slow down tech progress.

I would still change it to civs cannot trade techs in the first 10 turns (or 5, 15, whatever works best) after the discovery
It fairly slows down tech progress, but not that deterministic this way

Right now if a tech's historical discovery date is 1500, and a civ discovers that tech in 1498, they will still be able to trade it in the next turn. Another civ managed to research it in 1430, and they also have to wait till 1500. Seems totally unfair to me.
Btw this is easily explitable. A big advantage for the player if he/she checks all the historical discovery dates in the consts.py

So, civ1 discovers a tech in the 310th turn, then tech trade for them opens in the 320th turn. Civ2 discovers the same tech in 315th turn, tech trade opens for them in the 325th turn.
This way it remains an advantage if you discover the tech first
 
I personally dislike how teching is slowed down that deterministically where maybe it was only a matter of balancing research income/costs. It's especially annoying because dates aren't shown in the game so you have to know them to know whether or not this tech will be penalized because you research it too soon.
 
AbsintheRed, to do what you suggested means that I have to keep track of when each tech was discovered. I will think about it, but it is considerably harder than the current scheme.

Opera, don't worry about tech penalty, you always have a boost or penalty. You should consider whether or not you want to wait x turns to get the tech or get another tech first. I can try to add information about the ahistoric penalty.
 
Yeah that would be great. It's not always easy to see if one tech is supposed to be researched later or not.
 
Like I said in the Beta 12 thread, it seemed I could persecute religions while adopting Free Religion.
 
AbsintheRed, to do what you suggested means that I have to keep track of when each tech was discovered. I will think about it, but it is considerably harder than the current scheme.

Yeah I know, this way we would have to keep track of each civ's tech progress. Or at least their latest tech discoveries in a few new variables
But it has it advantages, as I said in my last post
Having a hardcoded treshold for all the techs' trade dates feels very unnatural to me
 
Yeah I know, this way we would have to keep track of each civ's tech progress. Or at least their latest tech discoveries in a few new variables
But it has it advantages, as I said in my last post
Having a hardcoded treshold for all the techs' trade dates feels very unnatural to me

I will try to solve the issue with the AI building large stacks of units and not moving to attack, this is a much bigger problem.

I will try to hack the tech dates next (with displaying the historic year and trading).
 
I will try to solve the issue with the AI building large stacks of units and not moving to attack, this is a much bigger problem.

I will try to hack the tech dates next (with displaying the historic year and trading).

Don't worry, this is absolutely not urgent
I just think that eventually we should tweak the tech trade too
 
I found another bug, this time relative to technology:

Sometimes I research techs a bit ahead of their time, so that every turn the cost is reduced. However, in a few occasions, the cost is reduced to under the research points I have. So, it's like this:

Machinery
[...]
1 Turns (1705/1645:science:)

And this extra research also doesn't overflow...
 
I found another bug, this time relative to technology:

Sometimes I research techs a bit ahead of their time, so that every turn the cost is reduced. However, in a few occasions, the cost is reduced to under the research points I have. So, it's like this:

Machinery
[...]
1 Turns (1705/1645:science:)

And this extra research also doesn't overflow...

Are you sure it doesn't overflow? It should.
 
Could have been reported earlier: Upon discovery of Arabic knowledge you get a prompt to change to Trade economy, the describing text is corrupt.

Btw, why would you want to change civics when prompted? If you change at the civic screen you can change two civics at a time instead of just the one discovered.
 
Could have been reported earlier: Upon discovery of Arabic knowledge you get a prompt to change to Trade economy, the describing text is corrupt.

Btw, why would you want to change civics when prompted? If you change at the civic screen you can change two civics at a time instead of just the one discovered.

You wouldn't want to use the popup (unless it is about religion). But it is there from standard Civ IV.
 
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