v 26, and above ALL Bugs/Crashes reporting thread

OK, OK, no need to start arguing about each other here. I misunderstood JosEPh's point too, now that I understand it it makes much more sense. This has been an issue with National Units for some time IIRC. However, the best course of action would be to find and fix the bug, not yell at each other about the manner in which bugs are reported. Let's all be friendly here and constructively discuss issues, instead of complaining about each others generations. And AIAndy's right, we don't all want to go and destroy only the parts of C2C that Joe likes.
 
A minor bug in the pedia I stubmled upon:
The pedia text for the Beacon says it becomes a lighthouse fater so and so turns. But following the link you are shown the entry for building building lighthouse, not the improvement lighthouse.
The entry for the improvement is there, just the link is wrong.
 
Is the problem of leaving the Barter Civic before you have Trading posts going to be addressed?

See screenie. If I leave Barter and go to Subsistence under the Economy Civic category I used to lose access to all the buildings that Barter Post enabled. Is this still the case? And if so will it be adjusted?

JosEPh
 
Is the problem of leaving the Barter Civic before you have Trading posts going to be addressed?

See screenie. If I leave Barter and go to Subsistence under the Economy Civic category I used to lose access to all the buildings that Barter Post enabled. Is this still the case? And if so will it be adjusted?

JosEPh

Good question, sounds like a job for "Super . . ., oops, my mind again, i mean Hydro!!:p
 
Is the problem of leaving the Barter Civic before you have Trading posts going to be addressed?

See screenie. If I leave Barter and go to Subsistence under the Economy Civic category I used to lose access to all the buildings that Barter Post enabled. Is this still the case? And if so will it be adjusted?

JosEPh

The Barter Post should NOT require the Barter civic anymore now that it has become such a key prerequisite on the Building Tree. I'll ask Hydro about changing that.
 
The Barter Post should NOT require the Barter civic anymore now that it has become such a key prerequisite on the Building Tree. I'll ask Hydro about changing that.

Well its a weird problem with ...

Storage Pit -> Barter Post -> Trading Post

Storage Post can Go obsolete with the Granary (Pottery) or Warehouse (Masonry).

The Barter Post can be disabled if you don't take Barter Civic or chnage to Slavery before Trade.

I will disable the Barter Post's civic requirement for now, but I think we need either a better per-Trading Post building and/or have a new Barter Civic enabled building.
 
They started showing up at about the time the Multi-Mod was being implemented. Even though they are just in the corner of the tile they do represent a forest.

Another one is the Mangrove. It sometimes sits on top of another resource like Flax. I've been seeing this for almost 2 weeks now. Or a resource like Barley will looks like a "pool" of marsh till you work the tile. And even then the barley is barely seen above the marsh texture.

Horses now look like they live in marshes too on certain terrains.

Maybe the maps have not been updated?

JosEPh
 
svn 3918

I thought maybe I was seeing things but apparently the nations aren't getting renamed when they switch civics anymore. pacifist kingdom doesn't change even after leaving pacifism and moving to democracy. also started a new game and empire never changes into kingdom after adopting monarchy.
 
Assassins shouldn't be able to pick the looter promotion since they are incapable of pillaging. this may be the case for thief and rouges as well.

Sure this needs to be looked at in the xml. But I have a wider sweeping solution in mind in the dll that's now on my list of fixes.
 
Well its a weird problem with ...

Storage Pit -> Barter Post -> Trading Post

Storage Post can Go obsolete with the Granary (Pottery) or Warehouse (Masonry).

The Barter Post can be disabled if you don't take Barter Civic or chnage to Slavery before Trade.

I will disable the Barter Post's civic requirement for now, but I think we need either a better per-Trading Post building and/or have a new Barter Civic enabled building.

3 posts sure but each a different issue. Easier that way.

Anyhow, I wanted to mention about this, perhaps we should have a 'storage building' line (or lines) that splits from Storage Pit at Granaries to represent storage of goods OTHER than grains. Seems the prereq line there is looking to establish a prereq based on the ability of the town to store and organize their materials and I like that idea but the Granary seems to be where the analogy breaks down for me. And I don't see why the town would need the Barter Post. People can trade among themselves without a central area to conduct such trade just fine if need be. Not as effectively perhaps, but sufficiently to make the community move anyhow.

Still, those who avoid building the barter post and related buildings so as to keep crime down? Are you sure you're getting more out of avoiding the build than you would by staffing an additional Law Enforcement unit to counter it?

Furthermore, Slavery doesn't seem to be something that should compete with the Barter system at all but could work quite harmoniously with it, so MY suggestion is to definitely include and work out the new Labor civic line proposed before the next release!
 
@Thunderbrd

Praetyre would have to explain exactly why, but from what I understand is that these are suppose to represent a Commercial Zone or Merchants District. I have thought about making like the housing and have them auomaticlly build, but it doesn't really seem to fit.

But I can see the advantage of a centralized area for trade where other merchants would need to trade their wares at.
 
Probably AIAndy's naming system is amiss somehow.
Can't be that as it is not yet in (I was quite busy this week so not a lot of time for modding).

I think they are the new growth trees that DH added. They could use better coloring though.
No, those are trees that ended up being secondary features somehow. I am unsure what spawns them as secondary features though. I'll look into it.
They should end up as normal trees after loading though (there is some fixing code in there that moves trees and similar features to primary feature if possible).
 
When did gatherers lose the ability to gather grain on grassland tiles Before you even reach Tribalism?

What's going on with the xml files?

JosEPh

Changed back in v21 iirc.

A minor bug in the pedia I stubmled upon:
The pedia text for the Beacon says it becomes a lighthouse fater so and so turns. But following the link you are shown the entry for building building lighthouse, not the improvement lighthouse.
The entry for the improvement is there, just the link is wrong.

It is a problem with the pedia code and the fact that their name (text) is the same. I'll just have to change the name of the improvement to lighthouse (improvement) or something.

They started showing up at about the time the Multi-Mod was being implemented. Even though they are just in the corner of the tile they do represent a forest.

Another one is the Mangrove. It sometimes sits on top of another resource like Flax. I've been seeing this for almost 2 weeks now. Or a resource like Barley will looks like a "pool" of marsh till you work the tile. And even then the barley is barely seen above the marsh texture.

Horses now look like they live in marshes too on certain terrains.

Maybe the maps have not been updated?

JosEPh

I've noticed this for wheat also.
 
It is a problem with the pedia code and the fact that their name (text) is the same. I'll just have to change the name of the improvement to lighthouse (improvement) or something.
What about calling it "a lighthouse" or "pharos", "light signal tower?", just something more creative like. Could call the building "the lighthouse".

Perhaps the most famous lighthouse in history is the Lighthouse of Alexandria, built on the island of Pharos in Hellenistic Egypt. The name Pharos is still used as the noun for "lighthouse" in some languages, for example: Albanian, Catalan, and Romanian (far), French (phare), Italian, Galician, and Spanish (faro), Armenian ("Փարօս/Paros"), Portuguese (farol), Bulgarian (фар), and Greek (φάρος).

The term pharology (study of lighthouses) also derives from the island's name.
 
Thunderbrd wrote:Still, those who avoid building the barter post and related buildings so as to keep crime down? Are you sure you're getting more out of avoiding the build than you would by staffing an additional Law Enforcement unit to counter it?

Not sure if this was directed at me, but I don't avoid building BTr Pst or Trade post any more (I've bitten the bullet).

Also there is no law enforcement unit to counter Btr Pst crime Until you get Masonry. As the trained dog unit promo for "Criminal" does not reduce crime. In fact I'm not sure it does anything. So you can have thousands of game years Before you get the TW unit.

Current game I'm just now researching Masonry, all 7 of my cities have built every Crime reducing bldg I can afford (and I've run out of money making bldgs in most too). So I'm rushing masonry to get the TW. But I want to get off the Barter Civic and until the Barter Civic change last night I couldn't w/o losing access to many buildings I needed.

JosEPh
 
hmm... maybe we need an earlier Law Enforcement unit then. Like... Enforcers or Task Masters or something.

And its certainly not a good design if we're required to be on a particular civic to unlock or be able to maintain core buildings.
 
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