Version 2.7 bug reports and feedback

There is still a small problem with the gamefont (see picture)
I uploaded a gamefont.tga that might work.

Sollution : Magic Wand tooled (1 tolerance) the pink color in the primary (rgb) channel. Switched channel to alpha channel and background color to black. Hit [Del]. The Selection for the pink borders will now be 100% black on alpha channel, removing any "invisible" pixel errors.
Works for me so far.

Another small bug : the 3rd woodsman promotion is still bugged. The unit doesnt get the attacking bonus when attacking to forrest (can be a battlefield feature blocking it)
Thanks for the fonts, I'll test them later today after I've successfully uploaded v2.7 again. It's real pain to get those fonts work and even after using magic wand tool in order to fix those fonts few days ago, I couldn't find the troublesome pixels - though I did find several problem pixels but looks like few of them managed to avoid my sight. Editing those gamefonts is the only thing that I don't like with Civ 4 modding...

I think I saw that promotion problem reported to RevDCM thread (it's a problem in glider's mod) so once it gets fixed there, it will be fixed also in RoM.
 
I get a CTD when I try to load the mod. What can I help to hunt down the issue?
 
Hmm... next question: Blue Marble isn't working anymore. It worked in prevous versions. I have already modfied the "Rise of Mankind.ini" file to contain:

ForceGameOptions = 0
NoCustomArt = 0
NoCustomAssets = 0

It still doesn't help. Could you please explain what I have to do to make Blue Marble be visible again?
 
Hi,

there are text problems with mesoamerican tempel and jewish world wonder in the cityscreen and in the production line on the map...
 
Just noticed a bug when my city became unhappy instead of the :mad: face I got a :health: icon over it.
 
Is something wrong with the Revolution component? I just had a city TWO TILES from my capital get plunged into rebellion because of "distance penalties" and nothing else. :crazyeye:
 
Is the "Spread Culture" Epionage option working properly? because i've been doing it to the same city every three turns for the last 100 turns or so and it's not changing the culture at all :(

Edit: I turned back to my other moniter from writing this to see the city surrounded by my culture... so awh... I guess we can all be assured it works!
 
Is something wrong with the Revolution component? I just had a city TWO TILES from my capital get plunged into rebellion because of "distance penalties" and nothing else. :crazyeye:

Yeah, there's definitely something up with this. I thought it might be a problem with game speed and map size, but I just tried a huge map with 15 civs and right off the bat my second city (which was 3 tiles from my capital) was in "critical" condition under the distance column of the revolution overview.

EDIT: I think this has something to do with RevDCM and not ROM. I'll go whine in their thread instead of this one. :)
 
Not a bug. Just a suggestion.

How about changing the size of a barb city becoming a minor from 2 to 3.
I thought I had everything under control, but then disaster stroke.
The greeks emerged from a size 2 barb city after I build my second city,
and went imediately on a rampage.
3 turns later my city was lost, and they marched on towards my capital.
End game.

It was around BC3000, and I didnt even have archery.
 
The Royal Tournament national wonder requires stables ONLY. It means that if you have built knights' stables, you can't build it anymore, as its upgrading path completely removes the regular stables. :p
 
I notice that incense is still considered useless by the AI so it does not work it, and now we have alcohol which no one will buy because of the unhealthiness of it :)
 
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