v21 bugs and crashes

Crime seems to be a problem somewhere between chiefdom and getting courthouses. You get to a point where you cannot reasonably afford to obsolete the chiefs hut by switching out of chiefdom, so you can't really found more than 6-7 cities before you get access to courthouses, and even then its rough and you have to limit city growth until constitution or crime can just go crazy. You can keep up with the negative gold and unhappiness if you keep building buildings, but if you need to build units you have to stop city growth to do so or crime will get out of control.

currently playing huge map, marathon, immortal difficulty
 
Does crime produce units?, in that they are AI controlled and spawn from your cities crime rate, and then raze your own resources attack workers etc. Bandits really would be bandits if so.
 
Capture a couple of snakes and build the Snake Charmer (at Prehistoric Music) and then Snake Pit (only Cobra can do this, at Shamanism). The Snake Pit gives poison. ;)

Thats actually quite HARD to do, since there isn't that much of an abundance of snakes around even on a HUGE map, and if you play on continents and such you will NEVER see any.
 
I am thinking about converting a Poison Dart Frog so we can have another poisonous animal.

You can have resources also, ie, poison mushrooms, there already is a resource for that and nifs. Poison/venomous spiders, etc Australia is known for its MOST venomous snake already in the World.
 
http://www.megalithic.co.uk/article.php?sid=2146413400

If your going to use bio weapons best to use those that actaully existed rather than just was medicaly poss, Carthage used snakes to win naval battle by firing flasks filled with venom snakes onto ships, thats the kind of thing we want. Greeks would use scorpions also ( Mom has a nice scorpion in game).

Otherwise you concentrating on hunting, not those for used war.
 
You can have resources also, ie, poison mushrooms, there already is a resource for that and nifs. Poison/venomous spiders, etc Australia is known for its MOST venomous snake already in the World.

I have been asking DH for a bunch of new map resources, which include mushrooms, but I am not sure if he will do it now that he said he was leaving. :(

EDIT: Maybe a Tarantula animal? Some of them have venom. Also there are various poisonous sea animals.
 
I have been asking DH for a bunch of new map resources, which include mushrooms, but I am not sure if he will do it now that he said he was leaving. :(

EDIT: Maybe a Tarantula animal? Some of them have venom. Also there are various poisonous sea animals.

With Orion Veteran moving his mine warfare mod into the SDK I wont be able to do the last bit on my list of things to do before I leave. So I reckon the v22 release will be it at least for now. I still intend to get that "How to add a resource tutorial" done.
 
I have been asking DH for a bunch of new map resources, which include mushrooms, but I am not sure if he will do it now that he said he was leaving. :(

EDIT: Maybe a Tarantula animal? Some of them have venom. Also there are various poisonous sea animals.

That is true like the Jelly Fish. btw that is a good list.
 
With Orion Veteran moving his mine warfare mod into the SDK I wont be able to do the last bit on my list of things to do before I leave. So I reckon the v22 release will be it at least for now. I still intend to get that "How to add a resource tutorial" done.

So your not going to add them at all? Note you said ...

@Hydro I a in the middle of changing the ocean terrains at the moment so I wont get to these for awhile.

Even a while means you will get to it eventually right? :please:

We cannot get the muti-maps done without ya!
 
We cannot get the multi-maps done without ya!


Even The_J, stuck his neck out alittle saying , more or less a "mod" will be doing a multi-map in CFC's Announcement Thread, so pls at least help with that.
 
Ok, I have a very interesting Barb/AI Civ behaviour. As shown in screenie 2 and the attached savegame, the Barb City which was conquered from (insane techleader) Malinese maybe 100 turns earlier, is ignored by Malinese. Although in the middle of 3 large cities they tend not to send a stack there as the % of the tiles is 97% as so they believe the barb city will actually flip at one time? The barbs, on the other hand, don't think it would be wise to build a lot of troops in their front city: just 2 units in there.
My Rogue raids the malinese lands, no training dogs trying to get after him, Malinese have a stack of ambushers nearby which they don't move towards me if I pillage and then move away again.

Another interesting balance matter - at least in GEM deity minor civ start:
Turks are past writing, with 2 cities, Malinese recently got Alphabet with 9 cities.. Rest of AI civs are technologically far behind, although England seems to do fine like turks now, getting horse riding around 2300 BC but being on the way to sedentary livestyle on same level as me. I recently got my first great artist and used it for a golden age with barter to get my science at least to 200/turn to catch up a bit but I guess as first trade will only be possible when I have writing, Mali will be over the renaissance by then if I don't continue to hardcore pillage-exploit by then...I guess not being able to have more than 6 cities from here to despotism will also cripple me further. I even abandoned a size 4 city I conquered to keep another conquered one with size 5 instead ;-) apart of the buggy AI enviroment any suggestions for me for this game? Any quests you guys want me to pursue?

BTW a canoe, coming from ireland I suppose (see screenie 1) landed a hand ram in Bretagne which pillaged a mine on the invasion tile...cause I didn't expect an invasion there to have enough units to wipe the Barb off the beach nor did I think a non attacking unit could be able to pillage but yeah smart Barb AI move^^

EDIT:another bug I experienced 5 times in this match: whenever I build a nomadic camp on the bison (between Toulouse and Valencia) it is destroyed by a Tornado about 2 turns later. Happens everytime.
 

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Hey guys, awesome mod.

I'm experiencing several weird bugs in my custom game (C2C Earth with 28 civs). I'm playing the latest SVN version (well, a couple of days old). Here's what I've noticed:

1. Golden Ages have a reverse effect on economy. Yes, I'm making -200 gold a turn during my Golden Age. The more money I make statistically, the less money I make in reality. I made the mistake of completing the Seafaring Achievement with my National Hero, which made my island empire's income go from -100 to -200...

2. The map had no stone on it. Nada. At first I thought I was just really unlucky with spawns, but after 9000 years I realized that there was no stone at all on the map, when none of my trade partners would have it in their trade list. Added stone manually around the world as a temp fix. I'm not sure if any other resource is missing.

3. The Siamese have a dark teal name, but their map color is white/red. Confuses the hell out of me :)

4. The Storms on sea did not go away, they stayed at the same spot for 8000 years until I removed some of them manually. Before this I had tried to change the option in the BUG menu to have them dissipate and stop spawning, this had no effect.

Oh, and in case you're wondering, I also manually removed the majority of the (pink) reefs; the water around the islands was almost completely covered by them which was just an unnecessary pain the in butt.

Save file can be found here (cant add to attachment since the save file is 2,89mb):

http://bayfiles.com/file/5Y1P/6sP1Ax/Tokugawa_BC-1058.CivBeyondSwordSave
 
If you kill an escorting scout/tracker/hunter that has a lot of subdued animals with it, the AI will just let the animals sit there as you kill them all one by one. It should probably just butcher them all next turn.
 
If you kill an escorting scout/tracker/hunter that has a lot of subdued animals with it, the AI will just let the animals sit there as you kill them all one by one. It should probably just butcher them all next turn.

Happen to have a save game with the siatuation you describe?
 
Right, so now my Golden Age has ended, but instead of going back to normal I lost another 100 gold per turn. The buildings that generate income also seem to work the way they should. I just have no idea how I went from 200 gold / turn to -200 gold/turn just by triggering the Golden Age (with 2 great persons, artist and prophet), no civic changes :dunno:

And Seafaring Achievement during the Golden Age affecting income negatively still baffles me... Anyways, back to game :>


Edit: I figured it might be inflation acting weird. Is there a way to turn off inflation in-game?
 
Even The_J, stuck his neck out alittle saying , more or less a "mod" will be doing a multi-map in CFC's Announcement Thread, so pls at least help with that.

We're famous!:band::dance::joke: (well we are kinda a little) At any rate, SO's correct, we need ya to stay at least until Multiple Maps are done. Please? :please:
 
Not directly but indirectly more specialists also means more bonus from Philosophical.
Cheers
I don't think that matters because in C2C you not only get more specialists, but more worked tiles too...

OK now that i cant get Thief's/Rogues, i'll try for Ambushers. OOPs cant, cause there is NEVER and Poison area??
There are several combinations of resources that give you poison...
 
With the changes over the last three days i see my turn times going up massively.
Only my impression or is the implementation of the crime feature really a number-cruncher?
 
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