Version 2.7 bug reports and feedback

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

JosEPh :)

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.
 
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:
 
I'm having troubles loading this save. I got up to this point without saving, but after having restarted civ I get a compression error at the loading screen. Will test a seperate save to see if I have a persistent problem, or if it's just this game.

I'm having troubles loading saved games, as at Endwar 005. At me 2,5 gb. How to rectify an error? Rom 2.7
 
I think the opposite of your phrase, for me the resource IS the production process result, and only this. :)

OK I got what you mean.

I just realized last night that Cement also has this 3 build restriction. Heck I've been building it like mad, in every city! 15% clean production increase yes! lets build it every where.

Now I've fubared the whole process caused I've built it in about a dozen cities already, just like the Filling factory. So now I've wasted countless turns and countless Gold, Production time.

I don't like this!

Just as Dancing Hoskuld said:
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.

So now I've got to Remember which cities have which NWs?!!! :crazyeye: :sad::nuke:

Yuck! :p

JosEPh :)
 
Shouldn't the Montfort Castle be more expensive? (also I think it should be required to build the Teutonic Marshall)
 
hi, i know it's very minor but i noticed not all of the ressources for the current version are placed on some of the rom_standard map scripts (like big and small etc). can i fix that through python somehow, and if it's easy can you give me a hint, i'm not a phyton specialist ;)

another thing i've noticed, also minor, and only once, were pearls spawning on a grass tile in the mid of a pangaea map at an ancient start :lol:
 
Anyone else getting CTD when barbarian captures a city?
 
2. Coast terrain seems to have 2 movement cost. This sucks, because it really slows down naval units...

I think that's intentional - open water is easier to move through and you're less likely to run afoul on rocks or anything whilst coastal water has all kinds of things that need to be navigated around. That said, I think it should be less of a problem for smaller and more manoueverable boats whilst it should be a greater problem for larger ships that sit lower in the water perhaps.
 
I think that's intentional - open water is easier to move through and you're less likely to run afoul on rocks or anything whilst coastal water has all kinds of things that need to be navigated around. That said, I think it should be less of a problem for smaller and more manoueverable boats whilst it should be a greater problem for larger ships that sit lower in the water perhaps.

Its 2 on coast and 3 on ocean. You can get the maneuvrability promotion to help with this and non wooden ships move as 1 for both coastal and ocean. An excellent feature in my opinion!
 
When Islam is not founded, the Education tech icon looks like the Divine Right icon with Islam symbol in the corner.
 
I am getting a CTD every game I play. Normally this happens a couple of hours into gameplay, and even reloading will cause a crash on the second turn.

I reloaded the oldest auto-save and it also crashed when on the AI turn. I have no idea how to fix this, so I've attached my save in hopes someone can help me fix this. :(
 

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I am getting a CTD every game I play. Normally this happens a couple of hours into gameplay, and even reloading will cause a crash on the second turn.

I reloaded the oldest auto-save and it also crashed when on the AI turn. I have no idea how to fix this, so I've attached my save in hopes someone can help me fix this. :(

Unfortunately, with all the modmods around people will need a bit more information just to look at your save game. I assume you have RoM 2.7 but do you have any other modmods loaded? eg Vintcents or AAranda's stuff? Also which options did you select?
 
Unfortunately, with all the modmods around people will need a bit more information just to look at your save game. I assume you have RoM 2.7 but do you have any other modmods loaded? eg Vintcents or AAranda's stuff? Also which options did you select?
I used to get a CTD too.
Surprisingly, it happened either in pure ROM mod and the other ROM where i include all the modmod available here(both of them are 2.7 version).
And, it just happened if i started a game from "Custom Game" option :confused:
I tried to play from "Play Game" option, and i have win a complete game twice, without CTD:confused:
Maybe there's something wrong with "Custom Game" option(i don't know, i'm not a modder)

EDIT: i just finished a game (domination victory), in a custom game option, and i do not found any CTD anymore:confused:.Weird....
 
I play Custom game only and I don't CTD. But I don't use REVDCM either. BarbCiv had a problem in 2.7test1 but that was supposedly fixed with the newest REVDCM .dll.

If your using a 32bit OS and 2 GB or less of DDR 400 ram (or lower) you will have a higher probability of CTDs. I recommend at least 2GB of DDR2 800 if your mobo can support it. I also recommend a 64 bit system but not everyone can upgrade to that.

I also recommend a Video card with at least 512 MB of DDR2 or better ram (DDR3 and up if you can).

JosEPh :)
 
I play Custom game only and I don't CTD. But I don't use REVDCM either. BarbCiv had a problem in 2.7test1 but that was supposedly fixed with the newest REVDCM .dll.
Ok, and i didn't get CTD anymore in custom game, so i guess the problem isn't there.:)
 
I put this in the wrong thread >.<

OK, I have done some research, and I submitted this bug before, but it was ignored. Now I have proof, and some description on EXACTLY what the bug is:

Bug: If Revolutions are enabled, then all coastal cities (as long as there is not a palace in the city) have the MAXIMUM "Distant Location" penatly (white), and all land-locked cities have NO "Distant Location" penalty

I think this may have something to do with defining a coastal city as one on ocean (3.19 may have changed that to fix the MASSIVE teleporting ship bug, where a ship in a city would move MILES to the nearest port, instead of moving to a nearby ocean tile)

Observe. I WB-ed in some jumplanes so you can see that the trade network is totally linked:

Layout of the land:


Revolution status of capital is stable, with no distant location penalty (Take my word on it, I lost the Screeny)

Revolution status of Eridu (6 tiles away):



Revolution status of Ur (13 tiles away, with Forbidden Palace wonder)


Revolution status of Madrid (18 tiles away)


It doesn't seem right to me that a civ must be landlocked to be stable :crazyeye: That white distant location penalty is a KILLER!
 
zapp,

thanks for the great work. unfortunately i think now the performance of the whole game with 2.7 is slowed down.

e.g. it takes several minutes to load a savegame; the waiting time between the turns has increased also. the popus screens now react much more slower.

any comments on this?


greets

frank
 
I noted that you are "allowed" to have three breweries in your civ, however, in my current game I currently have built NINETEEN (according to the stats screen)! This seems to be because when you build the third it deletes one of the previous breweries built and only two are visable at any one time in different cities.
 
I noted that you are "allowed" to have three breweries in your civ, however, in my current game I currently have built NINETEEN (according to the stats screen)! This seems to be because when you build the third it deletes one of the previous breweries built and only two are visable at any one time in different cities.

Yep, that is how multiple national (and great) wonders work in Civ IV. By multiple I mean when you can build more than one.
 
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