Version 2.7 bug reports and feedback

zappara,

I can't see that this has been mentioned before but there appears to be nothing to prevent players buiding more than 1 Brewey in their Civ. I had not realised that the Brewery was a National Wonder and built it in 2 different cites ( finishing at different times ) and no warning appeared stating that only 1 Brewery was allowed per Civ. Should these wonders have something in place to prevent multiple builds?

Davidr

You can have up to 3 Brewery national wonders in your Civ giving you up to 3 alcohol resources. Not that you can trade it with the AI because it has one unhealthiness which means they wont want it. After you build the third you can still build more but the earlier ones will disappear. this is a Civ IV feature.
 
You can have up to 3 Brewery national wonders in your Civ giving you up to 3 alcohol resources. Not that you can trade it with the AI because it has one unhealthiness which means they wont want it. After you build the third you can still build more but the earlier ones will disappear. this is a Civ IV feature.

Dancing Hoskuld ,

Thanks and apologies to zappara - just read the pedia entry and read about the 3 allowed . Must try to ensure all avenues explored in future before putting fingers to keyboard.

Davidr
 
I miss those little up_arrows on units when they can be upgraded. Also I have noticed that the "upgrade all" function (alt-click on the upgrade to icon) does not upgrade all the units. I had about 30 longbowmen I wanted to upgrade to arquebusier but the upgrade all function only did about a third of them. I had pleanty of money 'cause I went to the next longbowman and tried again. It took about 4 tries to get them all upgraded. This is new in this version as it is a function I use often.
 
Semi-automatic weapons require Rifling and Military Science and (Rifling or Steel). It doesn't make much sense to me...
 
I miss the blue frame around units in a stack that can be promoted.
I miss those little up_arrows on units when they can be upgraded.
I think you can fix this in the BUG options screen. @Dancing Hoskuld did you build Sun Tuz Art of war? I think the upgrade discount promotion has some thing to do with it.
 
2.7 seems fun, will try it after some while , got to finish the game on 2.63 still :)

But i see that the unti overhaul topic has not got the attention. It was suggested there a weak defender bonus for siege units ( due to their nature ).

link to topic : http://forums.civfanatics.com/showpost.php?p=8169427&postcount=123


Btw i saw a thingy in 2.63 with a minor civ never turning to full one. Could it be the Civilization limit ( i use the DLL limit) or something else ? But this is probably a revolution module problem than RoM i think...
 
I dunno if it has been noted yet, but menelik say nothing(diplo text is blank) when i met him for the first time.
The second bug is, after u make a religious wonder(like mahabodhi etc), your GP will still show the construct mahabodi option(although it can't be selected).Is it possible remove the option??The main reason is, if your civ found many religions and you want to make all of it's wonder, it's kinda confusing to find which one has been built.I think this bug have existed since 2.6 version
 
Hello,

For people who mentioned a "bug" of having nasty things happening after establishing second city, I think someone found the solution. It so happens that it matches very well historically.

What was the solution? Just switch over to monarchy civic :O! Appalling easy, huh?
 
Hello,

For people who mentioned a "bug" of having nasty things happening after establishing second city, I think someone found the solution. It so happens that it matches very well historically.

What was the solution? Just switch over to monarchy civic :O! Appalling easy, huh?

lol, yeah I found out that too. The only problem is that the AI cannot read this forum, and will be stuck in one revolution after another.
I did some AI testruns with debugmode on, and on a standard map with 9 civs, 9 civs would have been in revolution before AD1.
 
@Vincentz,

*smile* Yeah, ->AI<-, poor thing *lol*.

Anyway, I have two things that I think are strange but may be just OK.

1. The Canal Systems Civipedia was a bit weird because it said in Special Abilities that "-Can TXT_KEY_BUILD_REMOVE_SWAMP".

2. Secondly, I noticed that I did not have iron resource so I can't build light swordsman. OK, I accept that. But when I get Smithing, I get swordsman! It says that it required EITHER iron or copper. Obviously, I have copper but not iron. But that is weird because light swordsman UPGRADES to swordsman.
 
I dunno if it has been noted yet, but menelik say nothing(diplo text is blank) when i met him for the first time.
The second bug is, after u make a religious wonder(like mahabodhi etc), your GP will still show the construct mahabodi option(although it can't be selected).Is it possible remove the option??The main reason is, if your civ found many religions and you want to make all of it's wonder, it's kinda confusing to find which one has been built.I think this bug have existed since 2.6 version

This is a feature of RoM the holy shrines are no longer world wonders because of the limit on the number of world wonders you can build in a city. If you had reached the limit and then wanted to build the shrine you could not. Making them not world or national wonders fixed this but left us with the action buttons for the priest not working as they should. Personally I have changed the number of world wonders I can build in a city to 12 and put the XML back to make the holy cities wonders again. I also turned off cultural victory.
 
Hello,

For people who mentioned a "bug" of having nasty things happening after establishing second city, I think someone found the solution. It so happens that it matches very well historically.

What was the solution? Just switch over to monarchy civic :O! Appalling easy, huh?

I don't know if it's the Chiefdom civic that's to blame. I just looked over all of the ROM civics and didn't notice anything out of the ordinary on Chiefdom, and when I launched two test games just now, it didn't cause any problems. I'm going to do some more work and see if I can pinpoint the problematic civic.
 
This is a feature of RoM the holy shrines are no longer world wonders because of the limit on the number of world wonders you can build in a city. If you had reached the limit and then wanted to build the shrine you could not. Making them not world or national wonders fixed this but left us with the action buttons for the priest not working as they should. Personally I have changed the number of world wonders I can build in a city to 12 and put the XML back to make the holy cities wonders again. I also turned off cultural victory.
OK
At least now i know that it's not a bug:)
 
As a temporary fix to the City Location Revolution bug, there are some settings in Revolution.ini that allow you to tweak the strength of the various revolution functions.

Any guess on whether to increase them (assuming they're some sort of counter), or decrease them (assuming they're some sort of weighting) ?

Code:
; Adjust influence of various factors in inciting a revolution
HappinessModifier = 1.0
ColonyModifier = 1.0
[COLOR="Red"]DistanceToCaptialModifier = 1.0[/COLOR]
CultureRateModifier = 1.0
NationalityModifier = 1.0
GarrisonModifier = 1.0
ReligionModifier = 1.0
CivSizeModifier = 1.1
CityLostModifier = 1.4
CityAcquiredModifier = 1.2
 
Oh dear.

Only when actually copy-pasting that section into this post did I notice that DistanceToCapital is MISSPELLED.

Could someone quickly check their install to see if this is just mine?

If it's not - does anyone share the sneaky suspicion that this may be causing the problem? The ini settings would be searched for, by STRING MATCHING, which means that if DistanceToCapital is misspelled, it won't be found.

If a setting is not found, usually some default value takes over, but we may not wish to assume that. It may be it throws all sorts of calculations off...


Edit - double checked the download zip. The switch is misspelled in the 2.7 (archive fixed upload) download file.
 
I looked at it too, and came to the conclusion that increasing must be more revolts.

; Adjust influence of various factors in inciting a revolution

Yep, its mispelled. could be the root of our trouble ;)
though the default would propably be the same as in .ini (1.0)
 
Let's offer Zappara a free spelling course :P. But good find, Sarkyn. If someone uploads a corrected file it would be nice.
 
Have a bug - in city build screen "Zoroastrian Fire Temple" icon is pink square and if I click it, game crashes into desktop with error.
Attach log`s from "_Civ4Logs" :)

In Savopedia all icon`s Unique buildnigs for Zoroastrianism is pink :) but clicking on them not crashing game :)

sorry for my english, I`m not good in it :blush: :)
 

Attachments

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
There's a couple of these in RoM - unfortunately there's no easy way to fix it so I've left them as they are. Besides I was more concerned about getting the mod working with BtS 3.19 as soon as possible and worry about small bugs later.

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 :)
Every nation has their own beers etc, don't they? ;)

I've posted some examples to zap and the forum about the number of units a Minor gets. It is supposed to be looked into. But I doubt seriously if zappara had time to address it with this compatible version to the official 3.19 Patch. And it may have to be relayed to the REVDCM crew.

JosEPh
I adjusted it in Revolution.ini from 1.0 to 0.5 which should halve minors unit amount.

I actually kind of enjoyed getting a serious beating in the first couple of games. This is how I remember RoM being. In test2 they (barb & AI) seemed "tame", but that has certainly changed. I'm stepping down to monarch and trying again :king:
That's good to hear ;)

The file "Rise of Mankind\Assets\XML\Text\RoM_Methane_Civ4GameText.xml" should change the line

Code:
<?xml version="1.0" encoding="UTF-8"?>

on

Code:
<?xml version="1.0" encoding="ISO-8859-1"?>

Because of processing XML fly with an error because the characters in the file are not included in the UTF-8 encoding
Thanks, will check it for v2.71.

I'm also doing a modification to better balance units from Ancient Times to Renaissance (as it seems Zappara doesn't share my opinion about this :D), I'll put it online as soon as I am able to check this is OK in game. :)
I did make some changes to those eras units and yes I did read about the -80% defense idea but didn't implement that yet because of there was already so many changes that I wanted to see how the balance is with current changes.

I miss the blue frame around units in a stack that can be promoted.
See BUG options -> Plotlist page (ctrl+alt+o). I turned off few plot list features to improve main interface speed.

i don't know if this counts as a bug, but all the scenario's do not have the new recources included in 2.7. would this be easy to do? because if so i can give it a go if you would like. i have wanted to make some changes to GEM in ROM as Rome and Maya dont even start with settlers and the ottomans start in central asia.
Scenarios and maps have not yet been updated to new resource changes - I had no time for that and I hope mapmakers will help me with this.

Teutonic Chapter House is not National Wonder currently because of this:

In Teutonic_CIV4BuildingClassInfos.xml,
Code:
<iMaxPlayerInstances>-1</iMaxPlayerInstances>

Templar Chapter House & St. John's Chapter House are National Wonder because of this:

In Templar_Civ4BuildingClassInfos.xml and Hospitaller_CIV4BuildingClassInfos.xml,
Code:
<iMaxPlayerInstances>3</iMaxPlayerInstances>

Is it intentional?
Intentional - at least that's how those buildings were in the original Holy Wars mod which I merged. I only made adjustments to tech and resource requirements.

But i see that the unti overhaul topic has not got the attention. It was suggested there a weak defender bonus for siege units ( due to their nature ).

link to topic : http://forums.civfanatics.com/showpost.php?p=8169427&postcount=123

Btw i saw a thingy in 2.63 with a minor civ never turning to full one. Could it be the Civilization limit ( i use the DLL limit) or something else ? But this is probably a revolution module problem than RoM i think...
As said above, let's first try with the current settings and then think about the suggested ideas if it still feels necessary to nerf those siege units more.

Minors can remain minors for long periods of time - I think - not sure about the exact requirements set for settling in Barbarian civ component.

@Vincentz,

*smile* Yeah, ->AI<-, poor thing *lol*.

Anyway, I have two things that I think are strange but may be just OK.

1. The Canal Systems Civipedia was a bit weird because it said in Special Abilities that "-Can TXT_KEY_BUILD_REMOVE_SWAMP".

2. Secondly, I noticed that I did not have iron resource so I can't build light swordsman. OK, I accept that. But when I get Smithing, I get swordsman! It says that it required EITHER iron or copper. Obviously, I have copper but not iron. But that is weird because light swordsman UPGRADES to swordsman.
1. Yes, seems that one text element is missing or there's typo. Will be fixed in v2.71

2. Ups, resource requirements should be swapped... I hadn't noticed it.

Edit - double checked the download zip. The switch is misspelled in the 2.7 (archive fixed upload) download file.
You checked it from python files as the modifier is read in there? If there's mistake then there's bug also in revdcm as I haven't written that ini file...

Have a bug - in city build screen "Zoroastrian Fire Temple" icon is pink square and if I click it, game crashes into desktop with error.
Attach log`s from "_Civ4Logs" :)

In Savopedia all icon`s Unique buildnigs for Zoroastrianism is pink :) but clicking on them not crashing game :)

sorry for my english, I`m not good in it :blush: :)
Sounds like a bad download ie. the mod didn't extrac correctly. Try downloading the mod again from AtomicGamer's site and see if that fixes the problem.


Sorry about not answering for couple days: We got the best weather of the year here (30 celsius degrees and sunshine) so I've been enjoying swimming and sauna. I've taken the liberty to have some freetime from RoM modding ;)
 
@Jabarto when I switched out of chiefdom the distance penalty went back to normal.
@Sarkyn and vincentz: you should bring this up in the Revdcm forum.
@ Zappara take all the time you need, you deserve it.:)
 
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