Version 2.7 bug reports and feedback

The multiple national wonder model clearly doesn't work for anyone.

May I suggest we change it, where possible?

If you can have multiple FIXED national wonders - eg you build 3 and after 3 it disappears from the list and cannot be built elsewhere, then that's clearly what Zappara was aiming at and we should use that.

If not, then I suggest we make it linked to mini-buildings like the Cathedrals are.

So, for example, 1 Brewery per 3 er.. Grocer?

I'm sure we can make that work.

Other than that, I'd rather just have 1. You could have a steel mill produce 3 steel instead of 1, and leave it at that. You have to choose where to put it, and stick to your decision.
 
I'm clueless here.

I have updated to 3.19 then got everything I wanted to have my RoM fix (2.7, leaderpack and a lot of modmods). Though the vanilla game works as normal, loading the RoM mod crashes the load mentioning something about the cvgamecoredll.dll file.

I then installed a fresh vanilla 2.7 RoM without any changes or mods and it crashed again.
The only thing I have besides the vanilla game 3.19 and vanilla RoM 2.7 is a previous (3.17) installation of Blue Marble Gold... can it be the cause of the crash? I have no other clues on what may be happenning... even aaranda dll 1.11 crashes the game :(

Any help you can think of? Also if I have to take out blue marble again (which I hope not) any way to get the golden interface back to the game?
 
When the mouse cursor is over a civ in the scoreboard, the tooltip is displayed twice with two different forms of the civ name ("Contact Wang Kon of Korean EmpireContact Wang Kon of Korea").
I've noticed this too, not sure if it's problem with Main interface python code or with the DLL - I think new RevDCM was supposed to show dynamic civ names in scoreboard but it seems to have this bug.

I still see that the very same problem that plagues storms is still there, meaning they are spawned when the a new game is launched but as you progress they disappear and are no longer spawned anymore. If it's not possible to fix I suggest getting rid of it all together, no use in keeping it.
I've added some random events to v2.71 that makes sure there will be Storms throughout the game.

It previously took into account only distance from capital and size of the empire (roughly) while it now considers distance, technologies and ROADS

So there may be no bug, but an incompatibility with RoM features I think (technologies coming too late or not identified, roads providing a real movement bonus coming quite late in the game etc ...).
I'll try to solve this at least temporarily by copy pasting the old calculation method in the new file, if it works I'll attach the file there ;)

edit: Tested, no weird distance rebellions anymore, here is the file to be extracted in beyond the sword/mods folder :)
Actually it checks for any route types ie. it's enough to have Cart Paths.

There are also a few Diplomacy bugs. Many leaders have the exact same diplomacy music. Deganawida, Isabelle, Bismarck, Charlemagne and a few others all have the same music.
The music defines are the same as in BtS, I haven't touched those (except added new defines for Transhuman era).

I think it would make more sense for Brothels to give +1 Happiness with alcohol, not ports.
Good idea :)

Did anyone mention that coffee is the most rare bonus in the game now??? On the Earth2 map, you wont get any coffee in 8 out of 10 games, but you'll always have tea???
Another time to check resource distribution... :lol:


I have some balancing suggestions:
The Light Swordsman is still a little to strong in my opinion. I think it should str. 6 and cost 50.
Tea should be reveald earler.
It seams that the upgrade bug others have reported only does that when you upgrade archers to longbowmen.
Tea will become visible now with Calendar in v2.71.

I agree I don't think national wonders was the way to go. It is far to difficult to know how many of each building you have built in your empire so you go on building them after you have built the maximum number wasting time. Perhaps something like steel mill/Iron Works where you have one NW and then one building per x required buildings. This would scale and still let small civs produce some of the goods.

Brewery is a bad example since no one will buy the alcohol produced but you could have a national brewery and then one brewery per 5 or 10 graineries.
National Wonder system was the easiest way to go in the given time in order to get v2.7 ready. The previously suggested "resource building type" would require extra python coding, which I might try to make later. Anyway I'll remove the hammer bonuses from those resource NWs so that there's no need to build any extra.

I dont know if these are bugs or intended, but:

1. Wardogs and their upgrade (dont remember how they are named) get movement penalties when crossing woods, hills, etc. I would have thought that dogs could ignore terrain movement penalties...
2. Coast terrain seems to have 2 movement cost. This sucks, because it really slows down naval units...:crazyeye:
Navigation and Maneuvering promotion lines give extra movement. One of the promotions halves the terrain movement cost... ;)

The multiple national wonder model clearly doesn't work for anyone.

May I suggest we change it, where possible?

If you can have multiple FIXED national wonders - eg you build 3 and after 3 it disappears from the list and cannot be built elsewhere, then that's clearly what Zappara was aiming at and we should use that.

If not, then I suggest we make it linked to mini-buildings like the Cathedrals are.

So, for example, 1 Brewery per 3 er.. Grocer?

I'm sure we can make that work.

Other than that, I'd rather just have 1. You could have a steel mill produce 3 steel instead of 1, and leave it at that. You have to choose where to put it, and stick to your decision.
Linking resource NWs through the xml modifiers you've suggested doesn't work as once you have enough requirement building you would then be able to build those NWs to all your cities. The way to limit them would be through python, but looping through all buildings in all your cities to see if you can build another resource NW would certainly slow down the game (probably too much).

I'm clueless here.

I have updated to 3.19 then got everything I wanted to have my RoM fix (2.7, leaderpack and a lot of modmods). Though the vanilla game works as normal, loading the RoM mod crashes the load mentioning something about the cvgamecoredll.dll file.

I then installed a fresh vanilla 2.7 RoM without any changes or mods and it crashed again.
The only thing I have besides the vanilla game 3.19 and vanilla RoM 2.7 is a previous (3.17) installation of Blue Marble Gold... can it be the cause of the crash? I have no other clues on what may be happenning... even aaranda dll 1.11 crashes the game :(

Any help you can think of? Also if I have to take out blue marble again (which I hope not) any way to get the golden interface back to the game?
Can you post log files from your game? See the first post in this thread how to enable logging. If certain log files are very huge files you can leave them out but be sure to include all the init, audio and python logs as those are the most important ones.
 
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Can you post log files from your game? See the first post in this thread how to enable logging. If certain log files are very huge files you can leave them out but be sure to include all the init, audio and python logs as those are the most important ones.

Apparently after 3.19 I can only play vanilla BtS and no other 3.19 ready mod works. Even after sevral solution tests like reinstalling the patch, reinstalling BtS and reinstalling everything from scratch. :(
 
Actually it checks for any route types ie. it's enough to have Cart Paths

I dont know python well enough to be sure, but maybe the revolution "bug" is because the path is 1/3 of normal road and therefore calculates like 3 times the distance. What I do know is the py replacement worked wonders, so I'm almost sure it has to be with the new REVDCM road calculations.
 
There are also a few Diplomacy bugs. Many leaders have the exact same diplomacy music. Deganawida, Isabelle, Bismarck, Charlemagne and a few others all have the same music.
I can confirm this as Alexander's music is messed up and it is playing Chinese Unification mods music. Anyone else have this problem?
 
I have had the problem of all leaders having the same music but only after installing the extra leader pack! Maybe we did need 2.71 after all:lol:

Changing the production buildings from NW to normal buildings requiring a number of other buildings should not lead to every city having one just as every city can't have a cathedral, unless you use AAranda's religions mod. The problem is figuring out which building and how many.

On another topic - is there any way of disabling the farmers mod? I find that it wrecks the trade system late in the game.
 
Yeah, I thought it was weird too how civs otherwise unmodified from Vanilla had different music. Gonna have to go file hunting now, any ideas where to start?
 
Audio xml files (2D,Define) in XML/Audio folder should be modified for extra leaders, I think.
 
One balance bit of feedback I'd like to add at this point. I think that the Proletariat civic is a little overpowered. It really feels like the only reasonable choice for a good portion of the game, based only on the massive commerce bonus it provides. Perhaps the +2 commerce from farms, pastures and workshops should be scaled back to +1 each? I think this would give us plenty of incentive to look at some of the other options.
 
I agree with Nightguard. Never understood it anyway. Shouldnt it be the Bourgois that produces wealth and the proletariat that has production.

Wiki's

The proletariat (from Latin proles, "offspring") is a term used to identify a lower social class; a member of such a class is proletarian. Originally it was identified as those people who had no wealth other than their sons. The term was initially used in a derogatory sense, until Karl Marx used it as a sociological term to refer to the working class.

Bourgeoisie is a classification used in analyzing human societies to describe a social class of people. Historically, the bourgeoisie comes from the middle or merchant classes of the Middle Ages, whose status or power came from employment, education, and wealth, as distinguished from those whose power came from being born into an aristocratic family of land owners. In modern times, it is the class owning the means for producing wealth.[1]
 
zappara wrote:
National Wonder system was the easiest way to go in the given time in order to get v2.7 ready. The previously suggested "resource building type" would require extra python coding, which I might try to make later. Anyway I'll remove the hammer bonuses from those resource NWs so that there's no need to build any extra.

AW SHUCKS! :P

<sigh>I liked them and wanted to build them everywhere.<sigh>

I always thought you needed as much ammunition, to carry out a war, as possible. That it was a requirement for some of the mechanized units. But why go to war with 3 bullets when you can have 20, or 30, or 100?

And while you may have only a hand full of cities that can make Cement, there are literally thousands of cities with concrete plants. So if Cement is a NW then there needs to be Concrete Plants/buildings to use the resource. And the Concrete plants give a Hammer or 2 to production.

Well those are my thoughts on the subject.

JosEPh :)
 
Allways when I capture a city the game crashes. :F (And sometimes when AI captures)

Sorry if this has been asked but do you have the stack attack option on? This is the only time I have had something which looked like a crash. It wasn't a crash to desktop but looked like a waiting error. Clicking on the mini map "fixes" the problem.
 
Sorry if this has been asked but do you have the stack attack option on? This is the only time I have had something which looked like a crash. It wasn't a crash to desktop but looked like a waiting error. Clicking on the mini map "fixes" the problem.

There is the save, right before I attack. (and no, I don't haw the stack attack option on.)
 

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Good morning,
i have a strange problem, it seems that the game goes in loop. I installed last patch 3.19 and i enabled all options with BUG mode except religion options. After 1,5H without problems now the game it seems in loop and it doesn't turn to the next turn. I can move the mouse and open BUG mode but the mouse pointer it's always in "thinking".

I have attached the log files.

Thanks Zappara and all modder for your great works.
 

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Did anyone else notice that a religion of which a human player has the holy city spreads faster than other religions?
 
pointer it's always in "thinking"

turn 165, bummer

Yep I am getting CTD's much earlier than before and at turn 165 I get the turn that will never end, recidivist error can't reboot past it. I installed the leader pack, and to those who said it only contained minor changes, sux this. All the leaders are scrambled with civs, not sure if the glitch is because of the saved game.(gunpowder, galleon, cannon by 1400bc:cry:, what a waste of hours). I start the next game with the log files on.


When will 2.71 be released cause I'm sick of playing partial games only to have to scrap all saved games, thanks firaxis.:wallbash:
 
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