Small fixes suggestions not worth their own thread

My wife? Which one?

upload_2021-9-29_17-10-22.png




Oh, the only one that gets mad if I have an illegitimate child :D

upload_2021-9-29_17-36-22.png
 
Last edited:
When I try to play a campaign I get a fuzzy display (cannot reproduce after restarting the game) and I get this message the first time I click on a mission:

upload_2021-9-30_18-5-8.png
 

Attachments

  • upload_2021-9-30_18-5-27.png
    upload_2021-9-30_18-5-27.png
    1.3 MB · Views: 55
Last edited:
Do pole units still get a crazy large bonus against cavalry that's disproportionate to all other bonuses?

15 or 20% is a pretty strong bonus in this game. +5% bonuses are common. +50% is enough to allow a basic spear to destroy well-trained cavalry with a general.
 
Last edited:
15 or 20% is a pretty strong bonus in this game. +5% bonuses are common. +50% is enough to allow a basic spear to destroy well-trained cavalry with a general.

But also consider how weak poles are to other units. Axemen are superior to spears in a straight up fight. Swords destroy pikes (and pikes take a LONG time to get....too long imo).

Poles are that strong to give them a true reason to be built, otherwise I would rather just use melee units that are ok against cav but don't die to other melee. If I'm taking that risk with poles, I want to get my money's worth.
 
But also consider how weak poles are to other units. Axemen are superior to spears in a straight up fight. Swords destroy pikes (and pikes take a LONG time to get....too long imo).

Poles are that strong to give them a true reason to be built, otherwise I would rather just use melee units that are ok against cav but don't die to other melee. If I'm taking that risk with poles, I want to get my money's worth.
And if someone's using mounted units, they want to get their money's worth, not resign them to sit out battles or be obliterated as soon as some pointy sticks can swoop in.

This paper-rock-scissors stuff needs to be reined tightly. It's kind of archaic. As if a spear would be less effective against footmen wielding shorter weapons.

Simply being able exercise ZOC over cavalry alone makes them an effective deterrent, and a bonus of +15% would be plenty. Even accepting everything else in your argument, +50% or +100% results in massive overkill. A relic disposition based mythologized notions of old world combat.
 
Last edited:
I've been having trouble starting new games today. Around turn 2 or 3, the game soft-freezes. I can still move the map around, but I can't issue orders, save the game, or move units. If I click end turn, it just hangs on Turn Ended:
upload_2021-10-5_21-41-10.png


I looked up the game log, and there's an error logged every new game:
Code:
02:52 - TaskManager Exception in RunTask: System.NullReferenceException: Object reference not set to an instance of an object
  at TenCrowns.GameCore.Game.setTribeDiplomacy (TenCrowns.GameCore.TribeType eIndex1, TenCrowns.GameCore.TeamType eIndex2, TenCrowns.GameCore.DiplomacyType eNewValue) [0x0007f] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Tribe.doDiplomacy (TenCrowns.GameCore.TeamType eTeam, TenCrowns.GameCore.DiplomacyType eDiplomacyState) [0x0000c] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Player.doBonus (TenCrowns.GameCore.BonusType eBonus, TenCrowns.GameCore.Text.TextBuilder output, TenCrowns.GameCore.Tile pTile, TenCrowns.GameCore.Unit pUnit, TenCrowns.GameCore.City pCity, TenCrowns.GameCore.Character pCharacter, TenCrowns.GameCore.ResourceType eResource, TenCrowns.GameCore.TheologyType eTheology, TenCrowns.GameCore.LawType eLaw, TenCrowns.GameCore.TechType eTech, TenCrowns.GameCore.FamilyType eFamily, TenCrowns.GameCore.ReligionType eReligion, TenCrowns.GameCore.TribeType eTribe, TenCrowns.GameCore.PlayerType eOtherPlayer, System.Collections.Generic.List`1[T] lSubjectsPrevious, System.Boolean bEventDecision, TenCrowns.GameCore.Text.TextVariable logPrefix) [0x01f0c] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Player.doEventStory (TenCrowns.GameCore.EventStoryType eEventStory, System.UInt64 ulSeed, System.Object pTriggerSubject, System.Object pTriggerExtra, System.Boolean bModal) [0x00c70] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Player.doEventTrigger (TenCrowns.GameCore.EventTriggerType eTrigger, System.Object pTriggerSubject, System.Object pTriggerExtra, System.Int32 iTriggerData, System.Boolean bModal, System.UInt64 ulSeed, TenCrowns.GameCore.EventClassType eClass, TenCrowns.GameCore.EventLinkType eLink, System.Boolean bAlwaysTrigger, System.Boolean bTest) [0x00531] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Game.doTribeContact (TenCrowns.GameCore.TeamType eTeam, TenCrowns.GameCore.TribeType eTribe, TenCrowns.GameCore.Tile pTile, TenCrowns.GameCore.PlayerType ePlayer, System.Boolean bDoTrigger) [0x000d0] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Tile.updateContacts (TenCrowns.GameCore.TeamType eTeam, TenCrowns.GameCore.PlayerType ePlayer) [0x0008e] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Tile.makeRevealed (TenCrowns.GameCore.TeamType eTeam, TenCrowns.GameCore.PlayerType ePlayer) [0x00027] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Tile.doTileReveal (TenCrowns.GameCore.TeamType eTeam, TenCrowns.GameCore.PlayerType ePlayer, System.Int32 iMaxRange, System.Boolean bLineOfSight) [0x00051] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Unit.doTileReveal (TenCrowns.GameCore.Tile pTile) [0x00051] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Unit.setTileID (System.Int32 iNewValue, System.Boolean bFinalMove, System.Boolean bLastStep, System.Collections.Generic.List`1[Mohawk.SystemCore.Triple`3[System.String,System.Int32,TenCrowns.GameCore.TeamType]]& azTileTexts) [0x000d9] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at Barbarian.BarbarianUnit.setTileID (System.Int32 iNewValue, System.Boolean bFinalMove, System.Boolean bLastStep, System.Collections.Generic.List`1[Mohawk.SystemCore.Triple`3[System.String,System.Int32,TenCrowns.GameCore.TeamType]]& azTileTexts) [0x0002e] in <76297780c7e94dd58c4646b58745c7ff>:0
  at TenCrowns.GameCore.Unit.movePath (TenCrowns.GameCore.Tile pToTile, TenCrowns.GameCore.Player pActingPlayer, System.Boolean bSingleStep, System.Predicate`1[T] tileCondition, System.Boolean bNoHostile, System.Boolean bMarch, TenCrowns.GameCore.PathFinder pPathfinder) [0x00219] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Unit.moveStepMax (TenCrowns.GameCore.PathFinder pPathfinder, TenCrowns.GameCore.Tile pToTile, TenCrowns.GameCore.Player pActingPlayer, System.Boolean bMarch, System.Predicate`1[T] tileCondition, System.Boolean bNoHostile) [0x00009] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Unit.moveTo (TenCrowns.GameCore.Tile pToTile, TenCrowns.GameCore.Player pActingPlayer, System.Boolean bFull, TenCrowns.GameCore.Tile pWaypoint) [0x0004d] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Game.handleAction (TenCrowns.GameCore.ActionData pActionData, System.Int32 iConnectionID) [0x01ade] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at TenCrowns.GameCore.Game.handleMessageServer (System.Byte[] acBytes, System.Int32 iConnectionID) [0x0001a] in <ddafdb1ec0c641ab89623e8df3a18faa>:0
  at GameServerBehaviour.UpdateOnce () [0x0007e] in <76297780c7e94dd58c4646b58745c7ff>:0
  at GameServerBehaviour.UpdateLoop () [0x00005] in <76297780c7e94dd58c4646b58745c7ff>:0
  at Mohawk.SystemCore.TaskManager.RunTask (System.Func`1[TResult] task) [0x00028] in <254d55af3d284afcab801ae642ff9d1e>:0
 
Definitely have some way to improve legibility for laptop-sized screens. Either increase the font size, or have an option for at least a sans serif font.
 
The event "mutual benefit?" seems broken, I never get the troops (even hoovering on the options no tooltip appears).
I can confirm this one, including the tooltip not showing the cost. And it is recent, probably last week because I do have hoplite running around from an earlier event.
 
  • Like
Reactions: PiR
Fix for the UU events should be included in this week's update.
 
The blinking diamond to manage luxuries sometimes does not work. Turns out the spare resources I have are already sent to each family. I find this annoying. Just bring me to the manage screen like it always does and I can figure it out myself. Or at least stop blinking. Yes very small but small annoyences add up.

Fix for the UU events should be included in this week's update.
I do not see it in the patch notes but it IS fixed! Thanks.
 
The blinking diamond to manage luxuries sometimes does not work. Turns out the spare resources I have are already sent to each family. I find this annoying. Just bring me to the manage screen like it always does and I can figure it out myself. Or at least stop blinking. Yes very small but small annoyences add up.
It blinks when not all your luxuries are used for something. What happens when you click is not always the action you want to perform, but what you want to do is hard to guess for the computer :)
 
What's up with the Honey Groves??? They keep rising (it started as a low elevation). I also had this last game, not sure if it was honey but surely groves.
upload_2021-10-20_0-21-46.png
 

Attachments

  • upload_2021-10-20_0-21-14.png
    upload_2021-10-20_0-21-14.png
    7.9 MB · Views: 22
What's up with the Honey Groves??? They keep rising (it started as a low elevation). I also had this last game, not sure if it was honey but surely groves.

Bee patient, at least they aren't flying around. ;)

Should be fixed this week's update.
 
Back
Top Bottom