v20 bugs and crashes

I play a game with Divine Prophets. Every Religion until the discovery of Aestetics i can choose and install in one of my cities. With Aestetics i became a Divine Prophet, but he cant spread Jainism. Bug or Feature?

Bug, it has been fixed in the SVN (beta) for the next release.
 
Noticed a couple of things happening in a game:

1. The "Hawk" i have noticed like four of them just staying still on top of a mountain, even if a worker is in the next tile, it doesn't move??

2. In just one of the AI cities there are ALOT of costly units , i have not looked at all of them, but if this is an indicator of what is happening, then it should be re-calculated for cost ineffability, of the units involved, yes/no??
 
Noticed a couple of things happening in a game:

1. The "Hawk" i have noticed like four of them just staying still on top of a mountain, even if a worker is in the next tile, it doesn't move??
Wild animals can't move inside cultural borders. Only option is adjacent tile with neutral territory, but you don't have one nearby, so Hawk stays still, and you can dance around it.

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Also, seems wrong image here (too big), or that's intended?:
 
Apart from the StateReligion tag being set for Arabian Culture it might be an idea to add OrTerrain TERRAIN_DUNES to it too as Camel seems to be more common on Dunes than on pure Desert. Whichever case Dunes is as much a desert as the desert terrain and should really be included in any requirement of desert, not just the Arabian Culture.

Cheers
 
after one of latest commit to svn :

File Art/Structures/Cities/med_europe.nif does not contain a node named 1x1x2_04 pointed at by artref art:building
 
LSystem failed to place node BLeaf_4x3!
LSystem failed to place node Leaf_LandImprovement_4x4!
LSystem failed to place node Leaf_Farm_4x4!
Could not find extra artref pointed at by artref art:TEA_PLANTATION_RACK
 
LSystem failed to place node BLeaf_4x3!
LSystem failed to place node Leaf_LandImprovement_4x4!
LSystem failed to place node Leaf_Farm_4x4!
Could not find extra artref pointed at by artref art:TEA_PLANTATION_RACK

Yeah i know about these but i have written the author of the CityLSystem, and he hasn't gotten back to me yet:blush:
 
Some random observations from my last game(s):

I really appreciate non-vanilla models and the modders and modelers have my gratitude but some are IMHO too large. In the following screenshot the Nuclear Submarine, Decareme and Quinquereme really stand out because of this. In addition the Deluxe Mobster Car suffers from this too.

View attachment 313119


When animations are frozen pumpkin and melons patches display as pink blobs

View attachment 313120 View attachment 313121

With animations frozen all (saltwater) Crocodiles are large Knights

View attachment 313122

And a direct comparison between animations frozen and unfrozen:

View attachment 313123 View attachment 313124
 
I reported that to the maker of the resources. Pumpkin. melon and squash have the problem. I can apply a quick fix or we can wait for the real thing.

Not a big deal since with frozen animations on one has flavour/cultural units in-name-only. I play with animations on since RoM because of this.

I would suggest setting the

Decareme to
fscale 0.25 (or 0.28, down from 0.42)
fInterfacescale 0.8 (down from 0.9)

Quinquereme to
fscale 0.15 (down from 0.21)
fInterfacescale 0.7 (down from 0.9)

Edit: I also noticed that the Trireme for the Lower_Sioux is the model of the canoe while the contemporary naval units have their "normal" models.
 
No, those are the only custom LH's that I can choose from currently. Other new LH's aren't even showing up in the Sevopedia, let alone the leader select menu. Everything seems to be in the right place, but something just isn't working. Here's a breakdown of my game's filepath along with C2C location.

Civ4 and C2C FilepathsC://Program Files (x86)//2K Games/Firaxis Games/Sid Meier's Civ4 Complete/BTS/Mods/C2C
Leaderheads filepath:C2C/Assets/Modules/Custom Leaderheads
 
Edit: I also noticed that the Trireme for the Lower_Sioux is the model of the canoe while the contemporary naval units have their "normal" models.

You got to remember before Columbus came to America, "tribes" really were in the Primal stages yet.
 
You got to remember before Columbus came to America, "tribes" really were in the Primal stages yet.

I know, but when placing all early wooden navals in WB the trireme canoe from Lower Sioux stuck out. More so, because it was scaled smaller than the war canoe itself :D
 
Well, they kind of show up in the game now... They're pink squares without bio info or image, but at least I can make scenarios with them. Thanks for your help.
 
In the early game, before I researched calender, a banana-ressource says: "Requires plantation", but a fruit picking camp will also get access to banana. Same with other Plantationressources oder stone ("requires Quarry", but special Stone Workshop work as well).
 
Just had an old foe reappearing. I again managed to leave the civic slavery behind but can still sacrifice population for units/buildings. The last time I had this was revision 1247.

Will look for savegames before/after.
 
In the early game, before I researched calender, a banana-ressource says: "Requires plantation", but a fruit picking camp will also get access to banana. Same with other Plantationressources oder stone ("requires Quarry", but special Stone Workshop work as well).

You only get the food/hammer bonus until you can trade them at calender/quarry. The tech is the one when they will show up in the city and trade screens and when you will get any health/happiness bonuses.
 
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