Suggestions and bug reports.

Unfortunately the new patch still contains a bug - "Pae_Christen"
That appears from time to time, apparently triggered by an event
It does not lead to critical errors but the unfixed problem is annoying

Spoiler bug_05 :
Bug_05.jpg
 
I could solve lots of bug fixes in patch 7.10. Especially the AI research problem after a certain point. Please download it and have fun!

It should be save compatible to 7.8 and 7.9.
 
It's not easy to replicate cause i guess it's not a common bug (only me and another user had found this) , i think i should play another (almost) full playthrough
 
I'll report as soon as I get another.....if I get another. Game has to be well advanced though, I think for me it was Rome with around 6 cities and had most of the Italian peninsula when it occurred just above modern day Venice with a watch tower in the hole. Thanks again for a great mod Pie
 
Hi pie, as always tnx great mod! Im playing with latest patch all works fine, only I noticed that on maps with barbs, barbarians are amassing a lot of units now, it wasn't like that in earlier patches if im not mistaken, not sure...
 

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I'm not sure if this is a map script error, can you help please
 

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Yep, this shoud be a map script error, but the script should work. this line changes a snow plot to tundra. as if the game has no idea what a tundra is....
it seems the installation is buggy. I tested it with my latest version (I am almost finished with 7.11) and there is no error. Perhaps I found a mistake during making of 7.11..... perhaps try another scenario meanwhile....
 
7.11b

Both Trade Wagon and Merchantman can spread Clam and Crab without needing the Aquaculture tech. According to the Civilopedia only the Merchantman should be able to do this, and it requires Aquaculture.

Horse resources can now be created on hills (yay!), but the Civilopedia entry still lists them as flat terrain only.

Suggestion - Allow Trade Wagon and Merchantman to load a good from a city even if it isn't in the city radius, as long as the city has access to it, but at an increased cost like loading a Wagon. This would allow Merchantmen to pick up goods like Incense and Myrrh which are only located away from the coast. Currently a western European nation has to send a Trade Wagon on a long journey all the way around the Mediterranean, or have a ship carry a Trade Wagon to a nearby port, which can't be automated.
 
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Thx, it's on my list now.

I will think about your suggestion and ask the German forum.
 
7.11d

If the civ has access to Fur then a Furrier can be built in all connected cities, not just the cities with a Fur resource in the city radius.
 
7.11d

Trade Wagons with an assigned route will leave a foreign city without picking up any cargo, then on the next turn they will go back into that city because the Trade Wagon is empty, then leave empty again, enter the city again, repeat endlessly.

7.11b/c/d

Barbarian cities placed at game start (ie Geneva, Byzanz in XXL35) will soon be garrisoned by about 100 Warriors and Basket Archers that never leave, making them almost impossible to capture until late in the game. Is this intentional to block players from expanding in certain areas, or should there be a limit on how many defenders they can have?
 
7.11d

Cults are only giving 1 Food/Production/Commerce/Culture, which is likely less than 1 and being rounded up since having access to just 1 resource gives the same rewards. Having no resources still gives no rewards as expected. Values were correct in 11b.
 
Thx Ameranth!!!
Trade wagons: I will check again.

Barbarians: ok, I will have a look there too.

Cults: that was correct in 11b? hm... I haven't changed anything there... perhaps the pb team... I'll have a look.
 
Regarding Cults; I think I found the issue.

In v7 the default values for Fertility Cult were 0.1 Food and 0.04 Culture per resource (as shown on the menu Civilopedia screen), becoming 0.3 and 0.12 when playing the XXL 35 scenario.

In 7.12a the base values are still 0.1 and 0.04, but when playing XXL 35 they become 0.05 and 0.02. XL and XXXL scenarios have the same values. This is why no Cult will ever get more than 1 in any bonus, even with 20 resources they won't multiply to more than 1.

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Related suggestion:
The change to a maximum of 20 resources was great, since before cults were overpowered when played on larger maps. However instead of a flat maximum of 20, would it be possible to have the maximum based on map size and require more resources to hit the same values? This would prevent cults from becoming overpowered again when playing a large empire on a small map.

For example; if the max Food produced by a cult is intended to be 5 per city, on a very small map the max would be 5 resources producing 1 each, a huge map would have a max of 40 resources but each would only provide 0.0125 (numbers not balanced in any way, only used as examples).
 
Ah, I just changed the WorldInfo settings to standard BTS in XML (iCorporationMaintenancePercent in WorldInfos.xml) due to a suggestion from a user. It seems that was a wrong info and I should change a value from eg 300 to 30. Could you try that?
I thought, BTS had the same problem with the amount of bonus ressources on larger maps, so I'd thought the BTS settings would be correct.
 
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