Version 2.7 bug reports and feedback

Dunno if it was already mentioned, but i just saw an Arab Workboat sailing through my territory... mountain territory Oo..

Also i can´t load or even end a game without crashing.. while "only" playing on a huge map.
 
Dunno if it was already mentioned, but i just saw an Arab Workboat sailing through my territory... mountain territory Oo..

I've seen the same thing after I installed vincentz - seaharvest mod. I think it happens when a workboat is on automate and it is building a sea lane to a resource,
 
I've seen the same thing after I installed vincentz - seaharvest mod. I think it happens when a workboat is on automate and it is building a sea lane to a resource,

Maybe there is some compability issues with sealanes and other peoples mods (most likely Jooyos tunnelmod) as if sealanes is used alone (or with Vincentz Mods) workboats cannot enter land. The AI will usually build coastal sealanes to connect remote cities but also sometime connect offshore islands/other continents where they have settled.

Picture shows how Gilgamesh charted the Bering Strait ;)
Wiki pic : http://da.wikipedia.org/wiki/Fil:BeringSt-close-VE.jpg
 
Regarding the Ship-Bug:
Was Jooyos Core.dll 1.3 I think. He now uploaded 1.6, which fixed the ship-use-road-bug.

Btw. That bug should be a feature for the Viking-Longboats ("can use roads"), as they often have been rolled on trees to get into nearby rivers.
 
i can't remeber where the thread for this is but where in RoM now pre-astronamy boats can move across ocean with a high chance of dying, there is only one line of ocean at alska/russia and greenland/iceland in most earth maps so it is very easy to get to america early on. as much as this feature is awesome it doesnt really work on scenario's. could this feature be made modular so people can turn it on or off?
 
i can't remeber where the thread for this is but where in RoM now pre-astronamy boats can move across ocean with a high chance of dying, there is only one line of ocean at alska/russia and greenland/iceland in most earth maps so it is very easy to get to america early on. as much as this feature is awesome it doesnt really work on scenario's. could this feature be made modular so people can turn it on or off?

This feature will be in 2.71. I doubt it can be modular as the chance of sinking is determined by random events, which probably use python. Python can't be made modular.
 
I just upgraded an old trireme to a Caravel, and despite the info telling me it has the usual 3 moves, it only gets one in reality.
As a check, I built a fast Caravel, and found that even when adding the +1 movement promotion, I still only get 2 moves per turn when the unit info is telling me it should be 4 moves per turn.

Is this a bug - or by design, please?
 
Regarding the Ship-Bug:
Was Jooyos Core.dll 1.3 I think. He now uploaded 1.6, which fixed the ship-use-road-bug.

Btw. That bug should be a feature for the Viking-Longboats ("can use roads"), as they often have been rolled on trees to get into nearby rivers.
Thanks, that should be the problem :) Alas a funny bug nontheless ;)
 
I found out why I was not getting the correct diplomacy music - I had installed two versions of Affordess' Realistic Diplomacy mod at the same time in different folders.
 
I hope you can understand my frustration with the revolutionthingy. I like the new feature it gives but when you get to newly revolutionized states right beside you and when they jump you the second they form a state and magically rally up an army worthy of world domination I simply just give up.

Hmmmm.JPG
 
i think lead is a very bad resource...
the -2 healt to every city is terrible for the little bonus in production i think this need more good bonuses...

or maybe only get the -2 healt for the city that had lead in they square? can be done that?

other think with lead is when i have the automatic settler the always go and build the mines... i always had a war with them and when i forgot -2 healt to all the empire...
 
I hope you can understand my frustration with the revolutionthingy. I like the new feature it gives but when you get to newly revolutionized states right beside you and when they jump you the second they form a state and magically rally up an army worthy of world domination I simply just give up.QUOTE]

That's actually the Barbarian Civ component, and it's known that they get too many units when a Barbarian city becomes a civ. I think zappara has mentioned that he has a fix for this coming in 2.71. You could disable that component and simply use the Revolutions component without it, if you're having too many problems with the massive armies. I've been very tempted to do that myself lately.
 
I think I found out what is causeing the leader music bug. When Dancing Hoskuld said he installed Afforess' Realistic Diplomacy mod wrong, I decided to put it back in the Unloaded Modules folder. Now I don't have the music problem anymore.
 
Here's one I haven't seen mentioned.

There seems to be a problem with the slave revolt random event or at least there is with the AI getting it. I haven't had it happen to me yet so I don't know if there's a fault in the event itself or just the way the AI deals with it but they don't seem able to break out of the revolt in a city. When it's happened it repeats every turn ad infinitum, I've got a game going now in which poor old Darius has had his capital in revolt for over 300 turns lol and almost every other civ has got at least 1 city in perma-anarchy because of it.
 
I hope you can understand my frustration with the revolutionthingy. I like the new feature it gives but when you get to newly revolutionized states right beside you and when they jump you the second they form a state and magically rally up an army worthy of world domination I simply just give up.QUOTE]

That's actually the Barbarian Civ component, and it's known that they get too many units when a Barbarian city becomes a civ. I think zappara has mentioned that he has a fix for this coming in 2.71. You could disable that component and simply use the Revolutions component without it, if you're having too many problems with the massive armies. I've been very tempted to do that myself lately.

If you don't want to diable it outright, just open up the Revolution.ini file, find the line under BarbarianCiv called "MilitaryStrength", and lower it. That'll reduce the number of units they get.
 
Here's one I haven't seen mentioned.

There seems to be a problem with the slave revolt random event or at least there is with the AI getting it. I haven't had it happen to me yet so I don't know if there's a fault in the event itself or just the way the AI deals with it but they don't seem able to break out of the revolt in a city. When it's happened it repeats every turn ad infinitum, I've got a game going now in which poor old Darius has had his capital in revolt for over 300 turns lol and almost every other civ has got at least 1 city in perma-anarchy because of it.

The current thinking is that this is part of the event bug which is causing problems with many of the events. It appears to be from the RevDCM/WoC merge which forms the basis from which RoM is built.
 
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