v 26, and above ALL Bugs/Crashes reporting thread

Another thing that needs to be done is to move the buildings, especially, wonders from their current techs to the last of the techs that they need for their building or at least have that tech as a requirement. For example The Spinx and The Pyramids both require sculptures which means that the tech sculpture should be a requirement to avoid confusion.

It is this last which caused me not to be able to build some buildings in their historic period because I did not know what I needed to research. My usual testing is about making sure the buildings work and that you can possibly get the wonders in the period they were historically built.

Now this sounds reasonable.
 
Disagree with these three. There are two versions of the Mosque of Djenne under differing names one secular and the other religious.

Great Mosque of Djenne is the religion-neutral one. Great Mosque of Desert is the one that is Islam-specific. I don't mind that one.

The problem with Louvre and Hermitage is that Art Gallery is still currently linked to the Pacifism civic. I don't think you should be forced to run Pacifism in order to build them. I would prefer unlinking Pacifism and Art Gallery and putting something else as the Pacifism civic building. This is what I did for my own copy as a temporary fix.
 
Thank you for asking. Here's what I have modded myself:
  • Academy: Delete size requirement
  • Adam Smith's Trading Company: Reduce size requirement to 13
  • Apadana Palace: Delete Housing (Palaces)
  • Apostolic Palace: Reduce size requirement to 13
  • Balistraria: Reduce size requirement to 6
  • Castle Gatehouse: Reduce size requirement to 6
  • Castle Keep: Reduce size requirement to 6
  • Castle: Reduce size requirement to 6
  • Catacombs: Reduce size requirement to 6
  • Chichen Itza: Reduce size requirement to 13
  • City Park: Reduce size requirement to 10
  • Colosseum: Reduce size requirement to 6
  • Cristo Redentor: Delete Christianity and delete Sculptures requirement
  • Draft Office: Reduce size requirement to 6
  • Drydock: Delete Garrison
  • Famen Temple: Delete Buddhist Stupa
  • Forum: Reduce size requirement to 10
  • Globe Theater: Reduce size requirement to 10
  • Great Mosque of Djenne: Delete Islamic Cathedral
  • Hagia Sophia: Delete Islamic Mosque
  • Harbor: Reduce size requirement to 6
  • Hermitage: Delete Art Gallery
  • Holy See Library: Delete Apostolic Palace
  • Kremlin: Delete Palace and reduce size requirement to 13
  • Leonardo's Workshop: Reduce size requirement to 13
  • Louvre: Delete Art Gallery
  • Madrassa: Reduce size requirement to 6
  • Mausoleum of Maussolos: Reduce size requirement to 6
  • Military Academy: Delete size requirement
  • Moat: Reduce size requirement to 6
  • National Courier System: Reduce size requirement to 6
  • National Mint: Reduce size requirement to 10
  • Naval Academy: Reduce size requirement to 10
  • Nimrud Palace: Delete Housing (Palaces)
  • Notre Dame: Delete Christian Cathedral and reduce size requirement to 13
  • Odeon: Reduce size requirement to 6
  • Opera House: Reduce size requirement to 10
  • Palace of Potala: Delete Housing (Palaces)
  • Parade Grounds: Reduce size requirement to 6
  • Pavilion: Reduce size requirement to 6
  • Pergamon Altar: Delete Hellenic Pantheon
  • Petra: Reduce size requirement to 6
  • Piazza San Marco: Delete St. Mark's Basilica
  • Port: Reduce size requirement to 10
  • Press Agency: Reduce size requirement to 10
  • Pyramids: Reduce size requirement to 6
  • Radar Station: Reduce size requirement to 6
  • Sacrificial Altar: Reduce size requirement to 6
  • SETI Program: Change Radio Telescope from <BuildingClassNeeded> to <PrerequisiteBuildingClasses>
  • Shwedagon Paya: Delete Buddhism
  • Siege Weapons Workshop: Reduce size requirement to 6
  • Sistine Chapel: Delete Apostolic Palace and reduce size requirement to 13
  • Slave Market: Reduce size requirement to 6
  • Spanish Citadel: Reduce size requirement to 6
  • Sphinx: Reduce size requirement to 6
  • Spiral Minaret: Delete Islamic Mosque
  • Statue of Champion: Reduce size requirement to 6
  • Statue of Zeus: Delete Sculptures and size requirement
  • Tax Office: Reduce size requirement to 10
  • Theatre of Dionysus: Delete Hellenism and reduce size requirement to 6
  • Ziggurat: Delete Mesopotamism and reduce size requirement to 6

The boldfaced changes are the ones I feel the strongest about.

Ok I made most of these changes and put them on the SVN. Please check them over to see if I missed any.
 
I found 2 errors with the current SVN (savegame attached):

1. See attached screenshot: Highly distorted coastlines arround Stuttgart. This was not there when I started the game about 2 weeks ago but was introduced with a SVN change maybe 2 days ago.

2. I cannot build the Aerospacial National Agency. It says I have 0/4 Airports, but this is wrong, I have plenty of them.
 
I found 2 errors with the current SVN (savegame attached):

1. See attached screenshot: Highly distorted coastlines arround Stuttgart. This was not there when I started the game about 2 weeks ago but was introduced with a SVN change maybe 2 days ago.
Are those plots set to ocean or coast?
 
It is ocean. Strange to see that ocean is directly touching land. It seems to be growing though, could it have something to do with pollution? Pollution is a huge problem in this game.
Not directly, but it is probably something changing the terrain and/or plot type without making the proper coast adjustments.
 
Just wondering, how can a Gatherer make a scav camp, that early but workers not so much??


EDIT:

Workers are BACK to the same ole problem again walking right into the animals again?? SVN 3994 Logs/autosavedgame, , EDIT: Another 3-4 happens again, then another 3-4 turns again:mad:
 
Ok I made most of these changes and put them on the SVN. Please check them over to see if I missed any.

Thank you so very, very much! You only missed 4 (and in some cases, you went even further than what I suggested!):

Great Mosque of Djenne (BUILDINGCLASS_DJENNE) should have the Islamic Mosque removed. Djenne is the religion-neutral one; Great Mosque of Desert (BUILDINGCLASS_DESERT) is the Islamic-specific one. I don't mind that one having an Islamic Mosque requirement.

Holy See Library should have the Apostolic Palace requirement removed. Again, I think it's bad gameplay to have one Wonder be dependent on another, especially when the second Wonder is religion-specific. The file is in the Project Hades\Custom_Religions\Std_BtS_Religions folder.

Pergamon Altar should have the Hellenic Pantheon requirement removed. Like Great Mosque of Djenne, I don't like this because it's trying to sneak a religion requirement onto a Wonder that didn't have one, and I don't want to upset the religion balance. This Wonder is also in the Project Hades\Platyping folder.

SETI Program: I don't think the SETI Program needs the Radio Telescope in the same city. I think the data can be gathered in one place (the city with the Radio Telescope) and transmitted elsewhere for analysis (the city with the SETI Program). This is what I changed:

Original code:
Code:
<BuildingClassNeededs>
	<BuildingClassNeeded>
		<BuildingClassType>BUILDINGCLASS_RADIO_TELESCOPE</BuildingClassType>
		<bNeededInCity>1</bNeededInCity>
	</BuildingClassNeeded>
</BuildingClassNeededs>

My preference:
Code:
<PrereqBuildingClasses>
	<PrereqBuildingClass>
		<BuildingClassType>BUILDINGCLASS_RADIO_TELESCOPE</BuildingClassType>
		<iNumBuildingNeeded>1</iNumBuildingNeeded>
	</PrereqBuildingClass>
</PrereqBuildingClasses>

Does that sound fair?
 
Just wondering, how can a Gatherer make a scav camp, that early but workers not so much??:
I know what you're trying to say here... and changing the text so it updates to the best type of improvement currently available would be a tough task (complicated by the fact that forts can also be used to grant access). I think it can be done but it'd take some serious thought as to how. (You realize that even though it SAYS Scavenger Camp is required, there are other options such as a Camp that would work, right?)
 
I know what you're trying to say here... and changing the text so it updates to the best type of improvement currently available would be a tough task (complicated by the fact that forts can also be used to grant access). I think it can be done but it'd take some serious thought as to how. (You realize that even though it SAYS Scavenger Camp is required, there are other options such as a Camp that would work, right?)

But if you look at the works action buttons, below,(you can hardly see them) there is NO options there at ALL??
 
But if you look at the works action buttons, below,(you can hardly see them) there is NO options there at ALL??

Isn't that because you already have a camp there? If you have a scavenger camp on a plot you can't over build it with a camp you have to wait the 7 turns for it to upgrade if it is worked or you have to pillage it first.
 
Isn't that because you already have a camp there? If you have a scavenger camp on a plot you can't over build it with a camp you have to wait the 7 turns for it to upgrade if it is worked or you have to pillage it first.

Nope NO camp there, otherwise it wold say camp in the screenie also. You probably looked at the 2nd pic at which time i have 2 circled, and the FIRST one has a gatherer camp, while the TOP one does not and cant build one with, now with workers?
 
What are these little wharf's out in the middle of the ocean? Viewport bug?

Spoiler :
i2bjT.jpg
 
Not sure if this is intentional, when unit trading is ON and you buy a galley off someone it always is full, like cargo is 2/2 even though its empty. This has always been the case. Here is an example:

Spoiler :
JY2Zs.jpg
 
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