Version 2.6 discussion

I'm in the renaissance era and suddenly all crashes stopped, even that nasty crash-on-load. I've played a few games in the raw and these are my observations:

1) The game is the most unstable in classical-medieval times, mostly in classical. In later eras all bugs suddenly go away so I think it's something to do with events/units/abilties of that time or maybe with revolutions components being affected by something from medieval times.

Also I've noticed that switching Combat Effects off makes the game much more stable (just the checkbox which gives you "battlefield" on the tile; the Influence should be left on it doesn't make a huge impact on the cpu, but I believe battlefields appearing and disappearing may make a huge hit on your processor).

2) Salt. Yeah, it's a problem. Since the salt appears only in desert some maps basically lack it. I'd say, we need some "patched" mapscript which checks all resources avaliable and if there's less than 2-3 deposits of salt it replaces some common resources with it. Also I don't see why it should be in desert only: make more spawning possibilities. Because glassware is needed, and I usually end with a single salt in one continent and a single stone resource on another. Which makes no sense. Maybe add more variety to possibility to make glassware.

Any CTD's that I get are usually (if not always) in the classical/medieval period. In the previous version I just assumed it was due to Barb Civs turning into full Civs or minor Civs being destroyed. But yes I have to agree that the game is at its most unstable during this time.

As for salt, it does spawn on plains also. However on the mapscript I use (RandomMapScript) there 'seems' to be less plains generated in the ROM version. So as a result there isn't much room for salt to appear. After saying that I have had games where there has been no salt/only one salt/ five, six and more salt :confused: I've been trying to find out which map types have a tendancy to generate none or only one and I thought I had narrowed it to the Island/very small continents type of maps but I recently generated a pangea and had no salt, so that kind of blew that theory out of the water. I have suggested previously that the marsh terrain may be taking up tiles instead of plains but no one commented on this.
 
I have a lot of marsh around... It would be cool if the marsh being not very useful could have a "drainage" (or something else, gatherer, herbalist, whatever?) improvement which should be able to "find" salt (you know, there're salt marshes and while it's not very realistic it would solve the problem). Because the whole resource-founding system is great and quite balanced (from 4000BC to 1900AC I've got just 4 resources found but it helped a lot, because I've got gold and aluminium between them).
 
As for salt, it does spawn on plains also. However on the mapscript I use (RandomMapScript) there 'seems' to be less plains generated in the ROM version. So as a result there isn't much room for salt to appear. After saying that I have had games where there has been no salt/only one salt/ five, six and more salt :confused: I've been trying to find out which map types have a tendancy to generate none or only one and I thought I had narrowed it to the Island/very small continents type of maps but I recently generated a pangea and had no salt, so that kind of blew that theory out of the water. I have suggested previously that the marsh terrain may be taking up tiles instead of plains but no one commented on this.
I've adjusted Salt and few other resources appearance rates for v2.7 so that usually maps should have 5-10 of those resources.
 
I've adjusted Salt and few other resources appearance rates for v2.7 so that usually maps should have 5-10 of those resources.

Ah I saw the changelog in the 2.7 thread but wasn't quite sure what it meant lol, that should make a few of us a bit happier here :D

Liking alot of the other changes too and was on the verge of suggesting that the routes be toned down a little ;)

A quick question for you Zappara: Afew people here have mentioned before about 'Dexys fixed borders' Are you considering adding it? While I whole heartedly agree behind the rationale behind it i'm just not sure how it will transfer into gamplay. But it just sounds like it should be in ROM. My main concern about it (other than the AI being dumb about it) is that the 'fixed' borders could be implemented too early, lessening cultural value far too soon.
 
A quick question for you Zappara: Afew people here have mentioned before about 'Dexys fixed borders' Are you considering adding it? While I whole heartedly agree behind the rationale behind it i'm just not sure how it will transfer into gamplay. But it just sounds like it should be in ROM. My main concern about it (other than the AI being dumb about it) is that the 'fixed' borders could be implemented too early, lessening cultural value far too soon.

I agree with my fellow Mr Churchill; I do like the fixed borders mod and on balance I think it makes sense to add it into RoM. It's realistic but also fun, and it adds options to the game in allowing the player to choose between culturally affected or fixed borders, and when to use each. Also you can't deny that invading an enemy's lands and using your military to capture his territory one tile at a time is immensely satisfying. :D

Regarding fixed borders being implemented too early, from what I remember all the civics which enable fixed borders are fairly advanced (democracy etc), so I don't think it's too big a problem.
 
A quick question for you Zappara: Afew people here have mentioned before about 'Dexys fixed borders' Are you considering adding it? While I whole heartedly agree behind the rationale behind it i'm just not sure how it will transfer into gamplay. But it just sounds like it should be in ROM.

I'd like it too. :)
 
A quick question for you Zappara: Afew people here have mentioned before about 'Dexys fixed borders' Are you considering adding it? While I whole heartedly agree behind the rationale behind it i'm just not sure how it will transfer into gamplay. But it just sounds like it should be in ROM.

Count me in as well!!! Can't wait for 2.7...
 
Ups, I did it again... kind of... I must have been half sleep when making the patch and I forgot to change few RevDCM options to correct settings so you should go to BUG options screen (ctrl+alt+o) and change the following:

Battle Effects off (RevDCM has this on by default, but I think it's safer to keep it off)
Spy Promotions on (this must be on as Deceiver trait uses spy promotions and if not on, it can lead to ctds)
Inquisitions on (can be off too but it was meant to be on in RoM)

These were the settings I was using during most test runs and with those the game should be quite stable.


Tested yesterday but unfortunatelly got repeated CTD and OOS even after only a few hundred turns.. my problems started with the final 2.6.. last beta was running fine.. did you add anything potentially unstable between those two versions?
 
v2.62 system message: (Not sure if already known or not)
"Our agents report that tension in the cities of <city name>, <city name>, TXT_KEY_REV_AND <city name> in <country name> has increased after the government rejected the rebel terms."
 
Tested yesterday but unfortunatelly got repeated CTD and OOS even after only a few hundred turns.. my problems started with the final 2.6.. last beta was running fine.. did you add anything potentially unstable between those two versions?

Yes I'm getting the same in my multiplayer games. Played a 3 player (plus 3 AI) game on a small archipelago map last night for approx 200 turns and got about 10 OOS messages, with most of them happening towards the end as more things started happening (in particular one player went to war with an AI and got an OOS every time his city was attacked).

I had full logging turned on throughout the game but having looked at the logs afterwards there wasn't much detail from what I could see which could be used to pinpoint the cause of the errors.

Zap would you consider releasing a version of 2.62 with the OOSlogger tool incorporated so I could do further testing now and not have to wait for 2.7? I'm concerned that the more that gets added to RoM, the harder it will be to regression test and eliminate these bugs.
 
v2.62 system message: (Not sure if already known or not)
"Our agents report that tension in the cities of <city name>, <city name>, TXT_KEY_REV_AND <city name> in <country name> has increased after the government rejected the rebel terms."
This is known bug in RevDCM. Glider hasn't found what's causing it.

Zap would you consider releasing a version of 2.62 with the OOSlogger tool incorporated so I could do further testing now and not have to wait for 2.7? I'm concerned that the more that gets added to RoM, the harder it will be to regression test and eliminate these bugs.
I'll try to make small patch next week which adds OOSLogger to v2.62.
 
Just discoverd and exploit with the new Sell building/Abandon city. If you have any wonder that creates building for every city (Pyramids, Stonhenge etc.), you can sell that building over and over again.
 
Playing my first game with 2.62 megapack and so far I've noticed just one possible bug - I can't build the barracks. I'm in classical era, discovered Military training and yet no icon in the city screen to build it. Haven't seen on the threads anyone else has the same problem, so maybe it's civ specific issue (playing as Tomislav-Croatia).
 
I think there is a real issue with being able to found every religion. I was playing as Portugal the other day, and I managed to found every religion. Has this happened to anyone else? This was on Monarch setting at Marathon speed.

I am playing in 2.62. I have never been able to do this in the past. Since 2.6, though, I've noticed that the AI tends to ignore Religion techs more so than in the past?

Maybe I just got lucky, but I've tested several games and have been able to capture the first four religions rather consistently. You only need spears to hold off the AI for a while.

Bee-line for Masonry, go for Poly, then go for the Zoroastrian tech, build the Oracle, and boom, get Sculpture, then go for Monotheism. Sometimes, I do lose out on Monotheism. However, I have yet to not found Kemetism, Hinduism, Zoroastrianism, and Hellenism, on Monarch setting mind you!
 
Templars, Teutons, Hospitallers (spelling?)

They each say they can "Attack without declaring war." How do you do this in game? I have yet to attack a city without needing to declare war, but I can attack units outside of cities. In addition, there is a "double-edged sword" issue that is not explained in the civopedia...your unit can also be attacked by anyone! Finally, let's say you are at war with another civ. If you have a crusader unit in your stack, the crusader unit is the first to defend???
 
@Sedrik the Gray, yes I now regularly get all the religions, playing noble/marathon games. That's why I installed the Religion expansion for RoM 2.62, now I only get most of the religions. The modder AAranda is also working on civs beelining to their perferred religion.
 
Not sure if i missed somewhere in the past posts, but is there a fix for the "waiting for civs bug". I have patched and now in the industrial age and have the bug.
 
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