Can't believe I didn't catch this before.. but crystal plains do not require access to a river to spawn, they only require fresh water.. which means if you build an aqueduct 'before' it turns to glacial (not after) you will get crystal plains there.
Interesting. Will check it out.
And LOL at animals being able to claim forts. "This is bear kingdom! You Hairless stay out!"
Well, the Fort Commander is actually a plant.
Just wanted to bring this to your attention, Valk, since I get the feeling that you didn't seethat post.
Additionally I got another Python exception for you, can't make a screenshot (Prt Sc doesn't work and I don't have any third party software on my laptop) so it's in plain text:
Traceback (most recent call last):
File "CvSpellInterface", line 119, in canCast
File "string", line 0, in ?
File "CvSpellInterface", line 2971, in ReqRessurection
File "CustomFunctions", line 2047, in getHero
KeyError: "Bannor"
I tried to resurrect Donal Lugh using Life III but now I get this exception every time I try to select my archmage and he doesn't appear to be casting the spell (should take 7 turns).
I had not... Good to know, will try to fix it. It is not something that would ever be used by the AI, though, they evaluate units every turn anyway. It's solely for the Human players.
Trying to figure out that keyerror, it looks correct to me....
I don't remember seeing this listed. Ljosalfar workers can get the Woodsman promotion, which is now useless to them with the Hardy change. I assume it's the same for Svartalfar workers.
As mentioned for the Svartalfar before (IIRC), Ljosalfar workers are also clearing Ancient Forests when building any improvement that would for other civs clear forests.
Can remove access to Woodsman for them.
And it's an issue that we're trying to fix.
Dwelling of The Refugee does not seem to be adding to or creating a spawn counter. The city with the Memorial & dwelling shows 6% the rest, with just the dwelling don't have a counter at all.
Ah, that's an oversight. While the Dwelling adds to the chance correctly (extra 2%), it wasn't actually calling the function. I've fixed it.
I've seen (several times around turn 450) units just march around the ENTIRE map when they attack, instead of attacking. They just walk around, like 100 spaces or so, and then maybe end up back where they started. It's wierd.
Odd. Thought that had been fixed.
I have a crash that repeats itself everytime you press end turn on this save. Too bad... it was a sweet start too. Austins kick ass.
A little background: Fresh 1.3 install, old Rife completely removed, no add-on's.
Attached the save
I'll check it out.
Here's a weird pseudo bug I found.
I (Bannor) had a stack on a Ljosalfar city. It was built adjacent to a Calabim fort. When I attack the Calabim and killed some vamps, the Ljosalfar city lost culture due to the new mechanic.
Other than one crash, all's good.
I'll try to duplicate this one as well.
Run into yet another exception, this time directly after game start. (Multiplayer game)
Figured out where to find my screenshots:
That one is known and fixed.
Several unit types for Austrin have two different 'mount pegasus' abilities. Presumably one is unit-combat specific (since it says 'Only available to arcane/melee/etc units) and changes the unit's icon into that of the unit mounted on a pegasus, while the other (which no limitation stipulated) merely adds the Pegasus promotion to the unit.
Also are mages intended to be able to generate an infinite number of pegasus? The ability is blocked while the pegasus is around, like skeletons, but once the pegasus is merged with a unit they can summon another.
I honestly have no idea. I haven't touched them.
I don't know if this is a bug or intended. Found nothing about it in the changelog.
Elven workers can't build things in forest anymore without cutting it down?
Bug. Same goes for the Lizards.
I'm assuming that I should post bugs with the 'official' module BuildXP here? Though I'm not actually sure it's at fault... My Svartalfar worker, without any XP, will take 32 turns to build a camp on a non-forested tile on Normal speed. Which I don't find 'normal'.
The fact that researching Hunting has no effect whatsoever on how long it'll take doesn't look right either.
Not the build module. Camps take 20 turns base, and then elves have a decrease workrate. Needs to be adjusted a bit.
Techs not increasing speed is a bug... Working on fixing it.
Mazatl (and probably Cualli) clear jungle with many improvemnts, however the jungle can grow back over them. Intended?
nope, bug.
1) Regarding my previous bug report, it's not BuildXP. Without it, Svartalfar workers still start at 32 turns for a Camp on Normal. Still think that's too much, but okay, maybe it's more a balance issue.
2) Traceback (most recent call last):
File "CvEventInterface", line 30, in onEvent
File "CvCustomEventManager", line 136, in handleEvent
File "CvCustomEventManager", line 147, in _handleDefaultEvent
File "CvEventManager", line 1121, in onGameStart
KeyError: 'Diakonos'
ERR: Python function onEvent failed, module CvEventInterface
=> Error during game start
3)Traceback (most recent call last):
File "CvSpellInterface", line 9026, in exploreLairBigBad
File "BasicFunctions", line 115, in addUnitFixed
RuntimeError: unidentifiable C++ exception
ERR: Python function exploreLairBigBad failed, module CvSpellInterface
=> Error during game play
4) I claimed a fort, then the fort commander got killed by a wild spider. Might have been an Archos one, though. Left the fort with no commander and no way to respawn one :-(
First py error is fixed already.
Second I'm not sure what's going on.
On the Fort... I'll add a way for a new fort commander to be created. Will likely require a sacrifice of a unit.
I've played three or four games so far and I think I've seen Orthus once maybe? I have used the Play Now! option and it's actually been since that that I've seen Orthus pop. Is he not a guarantee anymore?
So you've seen him spawn after running a play now game? That would mean that you had an invisible saved option that disabled him. Which comes from switching mods... Should always run a quick play now game (just let it load the map) when switching mods, to prevent that.
I played Civ with 3 others on LAN and there was always an OOS when one of us Casted his City ( former World ) Spell.
The Khazad Spell did create Hills for his Caster, the others couldnt see them.
The OOS accoured with Jotnar and Mazatle ( City / World ) Spells too.
So i think all of them make an OOS.
Is building Steamworks Worldwonder with the Great engineer open for everyone intended ?
City Spells oos; Okay, we'll try to fix it.
Nope, and already fixed.
I'm getting this when I end my turn after loading any saved game:
Traceback (most recent call last):
File "CvGameInterface", line 146 in canTrain
File "CvGameUtils", line 1012 in canTrain
Name Error: global name "Civ" is not defined
Then the game freezes.It happened with every saved game so far, regardless of which civ I was using.
Ah, playing a one city challenge game? Got it fixed.
When do the Sidar gain the ability to mist their cities?
KotE, like Grey Fox said.
Was playing as mazatl and some of my wyverns and coatlann randomly switched to lizardman racial, and even when I used worldbuilder to change them back to dragon, they switched again next turn
Also as frozen, their starting settler and worker start w/ demon instead of ice demon, and their worldspell isn't a city action
Weird... Racials shouldn't switch like that.
I'll check the frozen.