Version 2.7 bug reports and feedback

Great mod Zappara! I've been playing the previous versions for quite a bit and love them.

2.7 seems much better, but I'm noticing some problems. After going through this thread and seeing no mention of them, I'm starting to think they were caused by replacing files when I installed some of AAranda's mods for 2.7 (units, buildings, traits). Here's what I've found:
1. Civopedia doesn't respond at all in game play
2. some tech quotes aren't working
3. lags with units movents
4. no Great person tab or clock on main screen

I reinstalled 2.7 to no avail, but remembered the module files for the addons were still changed. Has anyone else noticed any of these problems while using the addons or just 2.7? I should have saved the original files before changing them, but didn't. haha
 
Major bug (IMO) ;)

I couldnt understand why, when I played on emperor it seemed like it was noble (except for the aggressive barbs). I would usually get ahead of the AI before 4000BC and they seemed very troubled. So I started a game and went straight to <game.toggledebugmode>.

On emperor difficulty the AI's only get 2 archers and 2 scouts (compared to 1 warrior and 1 scout for human players). I'm pretty sure they would get an extra settler and a worker in "old times". I might be wrong and it could be my setup somehow that causes this. Can anyone confirm this "weak" start on higher difficulties.
 
Great mod Zappara! I've been playing the previous versions for quite a bit and love them.

2.7 seems much better, but I'm noticing some problems. After going through this thread and seeing no mention of them, I'm starting to think they were caused by replacing files when I installed some of AAranda's mods for 2.7 (units, buildings, traits). Here's what I've found:
1. Civopedia doesn't respond at all in game play
2. some tech quotes aren't working
3. lags with units movents
4. no Great person tab or clock on main screen

I reinstalled 2.7 to no avail, but remembered the module files for the addons were still changed. Has anyone else noticed any of these problems while using the addons or just 2.7? I should have saved the original files before changing them, but didn't. haha

1. Works fine for me.

2.True, I presume they are not finished. Maybe some of us can pitch in effort and find famous sayings so Zappa can include them in the next patch.

3. I get lags later on when the map gets all "filled up" but it's because my system isn't umpf enough for ROM. :)

4. There is in my game.

Are you sure you are running the correct, clean version? yours sounds buggy.
 
Major bug (IMO) ;)

I couldnt understand why, when I played on emperor it seemed like it was noble (except for the aggressive barbs). I would usually get ahead of the AI before 4000BC and they seemed very troubled. So I started a game and went straight to <game.toggledebugmode>.

On emperor difficulty the AI's only get 2 archers and 2 scouts (compared to 1 warrior and 1 scout for human players). I'm pretty sure they would get an extra settler and a worker in "old times". I might be wrong and it could be my setup somehow that causes this. Can anyone confirm this "weak" start on higher difficulties.

On Monarch difficulty, I found a reproducable bug whereby *I* would get the wrong number of starting warriors. I am supposed to get 2 I think.

I was re-generating maps a lot (to test some changes I made to Resource placement) and on some starts I'd get 2 warriors and on some starts I'd get 1 warrior.

I thought it was just me going a bit mad, but if you're having similar things, there's definitely something ropey in the unit distribution! :)
 
@Sarkyn

You get 2 warriors or 1 warrior + 1 scout if you enable "start as minors". Otherwise its just 1 warrior or 1 scout, depending on your civ.

It always can be that a hut is near starting point and by building first city you pop a warrior, so it just seems you got 2 from start.
 
One suggestion I've been meaning to say for a long time is to reduce the 3d model size of the Karnak Temple Complex. It looks out of place being the size of a big city compared to other buildings.
 
JosEph II

Re sudden unhappiness appearing in cities - I have had this happen in a city that had no mines - querying the red icon stated that some improvements are causing unhappiness yet I only had farms and buildings such as monument and walls and yet the city suddenly turned unhappy ( and it was not overcrowded ).

Davidr
 
3. lags with units movents
I experienced the same thing (in addition, the advisor screens were really slow) and investigated my system.

For an unknown reason, my graphics card driver was reset to a version from 2007.
Reinstalling the most up-to-date one fixed this issue.

Apart from that, Civ4 has an issue with these things after the game running for a while. In the later case, saving and reloading helps a lot.
 
Occasionally, I'll get a glitch where all the numbers and names and...well, all the writing disappears from cities. Sometimes it wears off automatically, other times I have to do a reload, but it can usually be fixed.

Civ4ScreenShot0007.jpg


Referring to when the Anger City Overview Icon was the health sign, I'm still having that problem, only now it's worse. There are no fortification, health, or unhappiness icons.

Also, this may be a feature, but the Power, and maybe trade route icons seem to be much different. The one that might be trade routes looks like a rock, and the power is some kind of blue sphere.

Thirdly, some of the techs that found religions don't have pictures after the religion's been founded (Zoroastrianism, maybe) They also don't have stars if you found the holy city.

This is a great mod, but it's freaking HUGE. I have problems displaying most of the units on the lowest settings, but I mean that as more of a compliment. Great job zap, keep it up
 
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.

And Deganawida seems to be missing a greeting...

Civ4ScreenShot0008.jpg


Another slight bug: The ethnic city graphics don't match those of the improvements for Germany.

Civ4ScreenShot0009.jpg
 
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???
 
Since 2.7.

In previous versions, the AI build and build these even if they have 10 or 15 of the resources provided, so a way to stop that was making them NWs. :)

Why?

I would build 1 in every city I had and expected the AI to do the same.

The +10% production increase was what I was after as well as the Ammunition resource for trade. The 1 Unhealthy face was a byproduct to be dealt with, but that could be done.

I disagree with the restriction., totally unnecessary IMHO. :cringe::gripe::thumbsdown: Have I said I don't like it? :rolleyes::p

@davidr
There are buildings that cause unhappiness too, just like mines do now. There are also Civic combinations that increase unhappy faces. Using Slavery is a sure fire way to get more Redfaces in a city. And the AI has a Real penchant for Slavery Civic. I almost wish it was removed in that sense. But it's just another facet of the game to balance imo. When you go into the city screen and mouse over the Red citizens at the bottom right what do the pop ups say about why they are Redfaced?

JosEPh :)
 
I experienced the same thing (in addition, the advisor screens were really slow) and investigated my system.


Apart from that, Civ4 has an issue with these things after the game running for a while. In the later case, saving and reloading helps a lot.

and @crOws

Thanks for the feed back. I've experienced late game lag problems before, but this is right off the start and only with units. My computer has plenty of power to handle Civ, so I think I'll just reload everything and see what happens.

Cheers:)
 
Why?

I would build 1 in every city I had and expected the AI to do the same.

The +10% production increase was what I was after as well as the Ammunition resource for trade. The 1 Unhealthy face was a byproduct to be dealt with, but that could be done.

I disagree with the restriction., totally unnecessary IMHO. :cringe::gripe::thumbsdown: Have I said I don't like it? :rolleyes::p

Well, I respectfully disagree. ;)

In my opinion, the factoring of a resource already portraited the production bonus, and a % production increase was a little redundant. So, the only function of that should be the resource. If the AI builds it even if has better options, that should be limited. My original suggestion was to create a separate building class for resource providing ones, but the solution found by Zappara was to make them NWs.
 
Yes we'll disagree then. :)

and a % production increase was a little redundant.

How so? We all, player and AI, are looking for a means to increase production. The resource IMO is just a by product of the Production process. More Production means more Power. To remove a source of production because the AI uses it is actually the redundant part.

If the AI builds it even if has better options, that should be limited.

And what better options did the AI not use? The filling factory was a stepping stone to Factories and later Manufacturing Plants. A similar production increase tech now is Cement. And it's a clean production increasing process/product whereas filling factory had a negative side.

the factoring of a resource already portraited the production bonus,

I don't understand this. :/ Care to expound?

My original suggestion was to create a separate building class for resource providing ones, but the solution found by Zappara was to make them NWs.

Guess I missed that discussion. Shucks! I would've voted Nay. ;)

JosEPh :)
 
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.
 
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