[MOD] v41 SVN and GithubDesktop Bugs and Crashes Single player

So... we live with this until he gets round to it? Yikes!
I can move Fluyt to Compass, since Fluyt is too close to Galleon anyway.
Spoiler :

Civ4BeyondSword 2021-03-13 16-49-33-90.png



Its done on Github now.
 
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I haven't eval'd the wooden ships at all and would consider moving them from how Hydro had set them up to be an error.

My recollection states that Caravels were the first to be able to cross oceans and they unlocked at Optics, BUT they can't carry much of anything - however, the Portuguese Carracks were equivalent ships that were culture uniques that COULD operate as a Caravel BUT also carry some limited amount of regular unit sizes.

Fluyts and Galleons were both later than that and were at Astronomy. Fluyts were smaller and faster and couldn't hold as many and may have been upgrades to Caravels, but unlike Galleons could wander through enemy waters without triggering war, like a Caravel.
 
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I haven't eval'd the wooden ships at all and would consider moving them from how Hydro had set them up to be an error.
From what I remember someone was doing tech tweaks around ships.
So they were already displaced.
 
I haven't eval'd the wooden ships at all and would consider moving them from how Hydro had set them up to be an error.

My recollection states that Caravels were the first to be able to cross oceans and they unlocked at Optics, BUT they can't carry much of anything - however, the Portuguese Carracks were equivalent ships that were culture uniques that COULD operate as a Caravel BUT also carry some limited amount of regular unit sizes.

Fluyts and Galleons were both later than that and were at Astronomy. Fluyts were smaller and faster and couldn't hold as many and may have been upgrades to Caravels, but unlike Galleons could wander through enemy waters without triggering war, like a Caravel.
They and the techs they were on were all moved when KaTioN worked on the Tech tree.

Fluyts and Galleons Never ever came on the same tech at the same time. Fluyts were the 1st transport you could use to get a Settler to a new landmass that had to cross any ocean type tile to get there. Galleon iirc was at Astronomy. Fluyt at Compass and Caravel as you stated at Optics.

I can move Fluyt to Compass, since Fluyt is too close to Galleon anyway.


Its done on Github now.
Thank you @raxo2222 . :)
 
Fluyts and Galleons Never ever came on the same tech at the same time. Fluyts were the 1st transport you could use to get a Settler to a new landmass that had to cross any ocean type tile to get there. Galleon iirc was at Astronomy. Fluyt at Compass and Caravel as you stated at Optics.
@raxo2222 . :)
Some stuff requires two or more techs.

Example:
A needs tech X at x60 and Y at x70
B needs tech Y at x70 and Z at x72

It may look like A and B are unlocked by same tech (Y).
But actually B is unlocked two grids later at x72.

So maybe @Thunderbrd can make, it so units and its upgrades never have common tech requirements, unless common requirement is dead-end tech.
Example: B is upgrade of A, so one of them shouldn't require tech Y for UI clarity.
 
Some stuff requires two or more techs.
This is a relative recent development for this mod (in the terms of the mod's life span). In the past this was not so.
 
This is a relative recent development for this mod (in the terms of the mod's life span). In the past this was not so.
I pruned tons of it year or so ago, I'm now rechecking if secondary tech requirement is redundant as there was some tech movement.
That is if first tech requirement would require second tech requirement of building/unit.
That is unit/building needs X and Y, but Y tech is already required for X, so this means Y tech requirement can be removed.

I left tech redundancies in tech requirements of Achievements, Guilds, Corporations and Group Wonders.
Elemental myths also are left with redundancy in tech requirement.
 
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Galleon iirc was at Astronomy. Fluyt at Compass and Caravel as you stated at Optics.
I think you're right actually. BtS doesn't have Fluyts so I always wondered why we were making it possible to transport units earlier without the Carrack. Still wasn't much earlier. I do recall there being 2 prereqs on the Fluyt for a while too but *shrug* I don't know for sure. One could check the really old archives.

I know some techs were moved around and some adjustments needed to be made as a result. At some point I'll end up reviewing it all, though there's also the Sea layer now to consider, not just the coast/ocean.
 
Playing with a fresh Steam install and v41. Is it normal that my GP bar looks like this?


upload_2021-3-14_0-6-11.png
 
When playing around with the world builder, I can't seem to understand how I might add or remove religions from a city. In previous versions, I would go to "edit city", click on a city, and then click on Religions and a very large array of checkboxes would appear in a separate window. Now I click on Edit City Mode, click on a city, then the only mention for religion that I can find is in the lower left dropdown menu ("City Data", "City Data II", "Buildings", etc). If I pick Religions from that list, I get a view like this:

upload_2021-3-14_0-10-21.png


I can't really understand how to work with the right-hand panel.
Thank you for your help.
 
Playing with a fresh Steam install and v41. Is it normal that my GP bar looks like this?
Steam broke something when they made a patch for BtS, you need to right click it in your library, select properties, go to the beatas page and opt in on the original steam-unsupported version of BtS.
 
Pedia entry for Bonneville Speedway shows the wrong Strategy text:
 

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Hi there.
I'm on the latest SVN 11305 and I'm unable to build most Venus buildings (Venus surface city, for example) because Venus cities do not have access to Plasteel resource. I have Plasteel Factories built in deep space colonies both on Inner and Outer Solar System plots, but my plasteel count is still at 0 and Venus City Screen shows no plasteel access. Is it a bug or am I doing something wrong?
 
Hi there.
I'm on the latest SVN 11305 and I'm unable to build most Venus buildings (Venus surface city, for example) because Venus cities do not have access to Plasteel resource. I have Plasteel Factories built in deep space colonies both on Inner and Outer Solar System plots, but my plasteel count is still at 0 and Venus City Screen shows no plasteel access. Is it a bug or am I doing something wrong?
You need to connect Venus cities with routes, there are multiple types of space routes.

City screen is confused, when there are multiple separate trade networks.
 
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