Solver's unofficial BtS 3.17 patch

I'd certainly rather have this minor bug, than the way Bhruic "fixed" the problem. He removed colonies from ever using a previous slot, which meant if you started an 18 civ game you could never form colonies even if civs were wiped out of the game.

I never noticed this to be honest, and there was a lot of colonies created in my games, both by me and the AI. hmz

I would also be happy with the way it works in 3.17 though, if the naming was correct, and the leader represented his normal civ. But Joao II of the Joao II empire is a tad too much :)
 
It was clearly "gamebreaking" enough to be fixed with th Bhuric patch for 3.13, so i dont see any reason that it would be "ok - just live with it" now.

It was gamebreaking enough to get fixed in Bhruic's patch since creating a colony would sometimes result in instant war with it, when it was supposed to be a staunch ally instead. That obviously wasn't the case in your example nor have I read about it happening to anyone else. And although the leader's name is Joao, the graphic is clearly the one for the Khmer leader, not the Portugese one. So it is in fact a different civ than the one that was eliminated.
 
And although the leader's name is Joao, the graphic is clearly the one for the Khmer leader, not the Portugese one. So it is in fact a different civ than the one that was eliminated.

Thats what im asking for, a fix, that corrects this naming bug. Why do we even argue? It's clearly not intended from firaxis for it to work this way :)
 
I think Bhruic's way of fixing the colony bug was the way it worked in 3.03 and as originally intended by Firaxis. It's not like colonies are really that useful anyways. If you can't afford the extra cost of having those cities, you probably won't benefit much from having their resources anyways!
 
Thats what im asking for, a fix, that corrects this naming bug. Why do we even argue? It's clearly not intended from firaxis for it to work this way :)

In that case, all that's really needed is an option to rename colonies when they are created. (Might be nice to have that for all civs.)
 
In that case, all that's really needed is an option to rename colonies when they are created. (Might be nice to have that for all civs.)
It's not just the name. The colony inherits many of the attributes of the dead civ, such as the history of relations with other civs.
 
It's not just the name. The colony inherits many of the attributes of the dead civ, such as the history of relations with other civs.

You sure about that? I thought that bug was fixed in 3.17. I haven't noticed it, anyway.
 
You sure about that? I thought that bug was fixed in 3.17. I haven't noticed it, anyway.

This is correct, they dont inherit any relations anymore, just the names :cry:

If you check out my screenshot supplied earlier, you will also notice from the event log, that its partly right, and partly wrong about the naming.

Joao II agreed to be a vassal state of Pibbz
Pibbz has placed Suryavarman II in charge of their overseas colonies of Khmer
 
Side note: I am thinking of tweaking the capitulation threshold as part of this. It's been changed in 3.17 and so far my experience is that AI civs capitulate very easily. I'm seeing them capitulate after losing 2 or 3 cities. It does help warmonger AIs gain vassals, but so far I find it have quite a negative gameplay effect.

Dunno if this tells you anything helpful, but with 3.13 I had Korea capitulate after I captured one city.

Does this patch alter the Civ4BeyondSword.exe file?
 
I accidentally overwrote the original CvExoticForeignAdvisor.py before backing it up. But I have Shadow Copy. It has the previous backup date as 8/30/2007. Can anyone confirm if that is the correct file or was the original updated to a more recent one with v3.17?
 
I accidentally overwrote the original CvExoticForeignAdvisor.py before backing it up. But I have Shadow Copy. It has the previous backup date as 8/30/2007. Can anyone confirm if that is the correct file or was the original updated to a more recent one with v3.17?

Yeah, that's the right one. It wasn't changed in the 3.17 patch.
 
Yesterday I noticed that I didn't earn any gold for several turns, although I had 0% :science: and an income of 1500 :gold:
But after ending the turn I had less gold than before. This happende for several turns no matter how I set the research rate. F2-advisor showed the correct income as it should be.
Whenever I changed to Representation everything was ok, but going back to Universal Suffrage brings back the bug.

I rarely used Universal Suffrage before, so I don't know if that problem has anything to do with this unofficial patch or the official patch, but I have never seen it before installing both of them. (I use BUG mod too)
 
I'm guessing that your cities change which tiles are worked when you switch civics. Under Representation, more of your citizens were probably merchants, while under Universal Suffrage they were probably working towns. Were you rushing anything under Universal Suffrage? That costs gold. Also, your gold doesn't all get stored - some of it is used for civic upkeep, city maintenance, unit upkeep, and inflation. I suspect that the 1500 number is gross, not net income.
 
No, it's not that simple :(
This wouldn't explain the crazy financial losses.
I show a few screenshots of what happened:

Here you can see the financial situation in 1570 running Universal Suffrage:
Civ4_1.jpg

Next turn:
Civ4_2.jpg

Instead of gaining the promised 1539 :gold: I lost nearly 5000!!!

The same two turns under Representation:
Civ4_3.jpg

Civ4_4.jpg

Everything OK here.

I doubt, that a few merchants can cause this financial disaster ;)

Attached save shows this strange behaviour (requires BUG mod 3.0)
 

Attachments

the first stuff is universal suffrage right? that is the build governor (which you probably have enabled in a few cities) going on a shopping spree :scan:

edit: :gripe: x-post by half an hour :gripe: - I should really refresh pages after I run away from the computer for a while ;)
 
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