RFC Europe: Small bugs/fixes

Note the picture.

This really shouldn't happen, either increase Roma's defenders or decrease the barbarians nearby, also, how come I was only informed of it at the year 792 when it happened in 784?
 

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Note the picture.

This really shouldn't happen, either increase Roma's defenders or decrease the barbarians nearby, also, how come I was only informed of it at the year 792 when it happened in 784?

Who destroyed them? Do you have a save game/log?

One city can hardly become so unstable as to die and noone can declare war on the Pope. Also the Pope cannot declare war so he is not supposed to go after the indies in Italy (I am not sure, post if something else is happening). Then the Pope has some strong defenders so he should be well protected against Barbs. Which one of the "shoulds" is not working?
 
The barbarians captured Rome. Also I saw some ruins of a city in northern Italy, close to the Venetians (they spawned after Rome was destroyed so it wasn't them). Is it an indy city or maybe the Pope settled there? Anyhow it must've been the barbs who razed the city and captured Rome after.
 
I will have to check on the Barbs that spawn near Rome. With a Heavy Crossbowman Rome should have no problem defending, maybe the stupid AI send the Crossbowman to explore or something (should also have pikeman). Maybe a great wall option will be suitable for the Pope.
 
Tried to load the new version. It is playable, but it reports an error. In the XML file xml\text\civ4gametextinfos_rfce_unitpedia.xml, the arquebus tag starts with <Enlgish> instead of <English>
 
Darn it-- you're right. I uploaded the wrong version (luckily that typo fix was literally the only thing). I'm replacing the file now, but hopefully anyone with the old version can figure out how that they just need to change that one tag to <English> with a text editor.
 
Since we are approaching the beta, we should think about the loading screen. Currently it is the regular RFC background giving Rhye's and Fall of Civilization and Rhye's name. While I think Rhye should be cited on the screen, I don't think that the background is appropriate. The background is an old map of both Americas.

We should find an image of an old mediaeval map of Europe. Maybe on of those distorted images showing Jerusalem in the center of the world.
 
Also, there are some sentences in the loading screen thingy which don't belong, like the one about entente being the French word for diplomatic understanding. After all the French don't have this unique power anymore. There may be others I'm forgetting.
 
Also, there are some sentences in the loading screen thingy which don't belong, like the one about entente being the French word for diplomatic understanding. After all the French don't have this unique power anymore. There may be others I'm forgetting.

Every now and then I would go in and change some of those, but unless sedna took care of it, there are more things to fix. The French comment at least refers to an European power, some of the comments about China, India embassies and congress no longer apply.
 
Hi out there, i hope its not the wrong choice to post this in this thread. Cause it seems a bug to me but maybe some hidden feature or something is causing it.

Right now i playing Bulgaria, and the Donaub is a fine place to spam some cottages. Fine so far, as i somehow noticed in the game: My cottages denie to grow :confused: So i take a look in the Civilopedia and there are some strange things i noticed about cottages, hamlets and so on. (all captured with screenshots but hamlet and above show the same behaviour about their grow)
Is there a tech needed to grow cottages or special civics? Couldn't find anything. :crazyeye:
 

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There used to be a problem with the slower cottage growth. We had a fix for it, but since civics were changed recently we may have another one.

What civics are you using?
 
City raider knights - AI's worst nightmare.
Simple fix: Make mounted Infantry upgradeable to other type of infantry, NOT cavalry.
 

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There used to be a problem with the slower cottage growth. We had a fix for it, but since civics were changed recently we may have another one.

What civics are you using?

Did a shot aswell (can't save the names in my head :lol:)
One civic is reducing growth rate, mb this causing the issue?

if i can find any spare time i may look up in the code but im too busy atm.
 

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No it's not the civic, I tried switching to the double cottage growth rate civic, but the cottages still won't grow.
 
I've given the answer in the playtesting thread. Still, I find that cottages etc. grow very weirdly. 3 turns in a row 1 turn to grow, then 1 turn 0 turns to grow, and then it finally grows. That's why I prefer farms over cottages, farms are just as powerful and stable.
 
I've given the answer in the playtesting thread. Still, I find that cottages etc. grow very weirdly. 3 turns in a row 1 turn to grow, then 1 turn 0 turns to grow, and then it finally grows. That's why I prefer farms over cottages, farms are just as powerful and stable.

Due to the fact that no single cottage even considered in growing up i changed all to farmes, with my civics i get 1 hammer and 1 coin extra :goodjob: a cottage supports 1 food and 1 hammer less :lol: :crazyeye:
 
I've given the answer in the playtesting thread. Still, I find that cottages etc. grow very weirdly. 3 turns in a row 1 turn to grow, then 1 turn 0 turns to grow, and then it finally grows. That's why I prefer farms over cottages, farms are just as powerful and stable.

You're right about the improvement order in the XML -- that was my fault for putting the "Colonial Trade Route" in the wrong place. Re-ordering the improvements as you suggest here should fix the problem and not introduce new ones. I will definitely make sure this bug is fixed in the next test version.

As for cottages growing slowly -- is this under the serfdom civic?
 
You're right about the improvement order in the XML -- that was my fault for putting the "Colonial Trade Route" in the wrong place. Re-ordering the improvements as you suggest here should fix the problem and not introduce new ones. I will definitely make sure this bug is fixed in the next test version.

As for cottages growing slowly -- is this under the serfdom civic?

OK I was looking at it and I had hard time figuring out the growth thing. Good you figured it.

There is another problem which people might have missed from a discussion some time ago. This is entirely due to Firaxis, but when one wishes to slow or increase the growth of cottages for a specific Civic, there is too much rounding. I had a fix for it so that under serfdom cottages would grow as expected, however, the time for the growth would not display correctly.
 
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