v0.24 and bug thread

woodelf

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Version 0.24 found here.

Changes:

Final three LHs added. Thanks frenchman!
Six religions and six religion specific civics added.
Civic completely overhauled.
Barbs removed for now.

Issues:

Civics still unbalanced, suggestions welcome.

We're taking baby steps, but we're moving forward. :)
 
Very cool, will download and start a new game later tonite:goodjob:
 
Yep, the Ideologies show nice. And do what I thought they should do, save for one thing: the civic opened by choosing an ideology doesn't get activated together with (on the same revolution turn thus) the civic.

On the screen, you're not gonna like this Woodelf but I think it is better to drop back to five columns and make the text a bit smaller. From how it looks here it should be possible to put 6 civics in one column. Or am I wrong?
 
ummm, not sure if its a bug or just me but i can't seem to see any of the improvement buttons on the engineer so i either have to go into the world builder and put them in(cheating) or try and figure out which key is a shortcut for it somehow. I also noticed that for some reason that when i move the cursor over a tile it rarely shows the information about the tile such as its production, food etc. it will once in a while i think but like only for just a second. I really like the mod and think its fantastic but its going to take me forever to get my cities very big if i can't figure out how to build improvements aside from road which i already know the hotkey for. is this a bug? or a designed function of the mod? or what? i'm not sure if anyone else has had this issue or its already been addressed and wasn't sure where to post this and i didn't really feel like going through all the pages of the main thread to see if somebody had already had this problem.
 
So long as you're patched up to 1.61 you should be fine.

This is vanilla too, not Warlords.
 
Yes, I'm not using warlords, though it looks like i only have the 1.52 patch, I'll try and up the patch to 1.61, maybe that will fix it. Thanks for the help.
 
Wow, the mod is back ! :D
I'll have a look during the weekend.
 
I'm sure this is an awesome mod... but what does it do?

I'm sure there's a description somewhere, but I sure don't see it... either it's hidden or I need a new prescription 8-)
 
Ive got a game going as Int. Space ADM. --noble--epic.

So far up to year 104 and its fun exploring (large map) without the barbs and important, so far Ive picked up 3 space marines, a couple of techs, a couple lunar scouts, skill points, ect..

I noted engineers can now move 3//faster than the scouts?

The religion (names) run together badly on the religion screen.

We founded Bureaucratic Communism in year 5, Guessing we had the starting tech?

Im in 2nd place this game as exploring has set me up to trade for a few techs, I think the ai may be having some food problems in expanding.

Any additions to the ruins and exploring seems to really fit the moon theme, will report more about the later tech tree as time goes on.
 
Ive got a game going as Int. Space ADM. --noble--epic.

So far up to year 104 and its fun exploring (large map) without the barbs and important, so far Ive picked up 3 space marines, a couple of techs, a couple lunar scouts, skill points, ect..

I noted engineers can now move 3//faster than the scouts?

I'll have to look into that movement issue. Glad the lack of barbs is more fun.

The religion (names) run together badly on the religion screen.

Thanks. I'll check.

We founded Bureaucratic Communism in year 5, Guessing we had the starting tech?

Yes. Each of the 12 civs starts with one of the starting techs for Religions (Ideologies). We wanted everyone to get a chance at one.

Im in 2nd place this game as exploring has set me up to trade for a few techs, I think the ai may be having some food problems in expanding.

Food and AI are always a problem. But normally they make glasshouses like there's no tomorrow... ;)

Any additions to the ruins and exploring seems to really fit the moon theme, will report more about the later tech tree as time goes on.

Thanks for the great feedback!
 
Picked back up. A couple more notes.

Many of the Sid notes lack descriptions.

Apparently engineers can enter/inprove dust sea tiles if they are part of the city radius.

Seems to be too much overlap in city improvements that improve health so far (turn 137) esp. when you consider cities arnt all that large.

Lunar rover des. says it starts with combat 1 but it actually starts with mobility

Gold in-game box resource picture is a horse but the stats are correct
Gemstones is a crab
crystal is a deer----so apparantly several are mixed up.

Isolation tech only takes 1 turn when you reach it (year 155 current game) also the tech tree has narrowed to just 1 choice in the path last 3 techs.
 
Picked back up. A couple more notes.

Many of the Sid notes lack descriptions.

Yeah. If anyone in the community wants to fill some in, let me know.

Apparently engineers can enter/inprove dust sea tiles if they are part of the city radius.

matthewv is redoing the mapscript so this should be fixed soon.

Seems to be too much overlap in city improvements that improve health so far (turn 137) esp. when you consider cities arnt all that large.

When I first put buildings into XML I merely c/p the Hospital. I think the :health: was never tweaked. If you make a list of effects that are simply wrong I'll do some fixing.

Lunar rover des. says it starts with combat 1 but it actually starts with mobility

Thanks. I'll look at that.

Gold in-game box resource picture is a horse but the stats are correct
Gemstones is a crab
crystal is a deer----so apparantly several are mixed up.

I'll blame matthewv since he did resource XML way back when. :p

Isolation tech only takes 1 turn when you reach it (year 155 current game) also the tech tree has narrowed to just 1 choice in the path last 3 techs.

Isolation is completely being redone and Geo is feverishly working on a BtS version of a tech tree.

The Vanilla one has warts, but is only going to get fixed through the 2nd era as things stand now.

Thanks for the feedback. :)
 
I'll blame matthewv since he did resource XML way back when.
True:blush: , but I didnt do the resourse artwork:p (except the buttons) What I find interesting is that no-one noticed this before (including myself)

Edit: Or did you mean the buttons?
 
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