Version 2.7 bug reports and feedback

Not just that, but also even when i do guide them on the road, they still not taking the road movement bonus at all.. so my warrior can only move 1 movement even though he is on the road, etc.

belae

The only reason I could imagine for having this problem is that you're using cart paths. Those don't give movement bonuses, they just allow resource connections.
 
Hello.
I can't activate civilization changes popup. I tried with both 2.62 +Bts 3.17 and 2.7 +Bts 3.19. It works perfect in 2.62 but not in 2.7. Do I need to activate it somewhere (which I doubt since it works fine in 2,62 without me meddling in any file) ?
Thanks.
 
Not just cart path, but paved road, etc none of them give movement bonus any more for my units for some reason.


belae
 
Not just cart path, but paved road, etc none of them give movement bonus any more for my units for some reason.


belae

These roads are your\neutral roads?

If yes I don't know what could be the problem.
Cart Path as said don't give movement bonus except it removes the terrain penalty.
 
I'm having simular trouble with my roads in 2.7. I'm playing as the Roman Empire and I have paved roads that don't appear to be giving my units any bonuses. For some reason I thought it was due to rivers and hills but since I got construction nothing has changed.

These are my paved roads in my territory. I should be getting something like a 3 to 1 movement rate, shouldn't I?

I'd like to add that I do have some modpacks installed but all are unrelated to roads, units, and movement.


EDIT:
I am 97.68% sure to have determined that the errors are from a glitch in jooyo's DLL which will, no doubt, be repaired in due time.

Normal RoM 2.7 does not have these glitches, I apologize for the confusion on my part.
 
I'm having simular trouble with my roads in 2.7. I'm playing as the Roman Empire and I have paved roads that don't appear to be giving my units any bonuses. For some reason I thought it was due to rivers and hills but since I got construction nothing has changed.

These are my paved roads in my territory. I should be getting something like a 3 to 1 movement rate, shouldn't I?

I'd like to add that I do have some modpacks installed but all are unrelated to roads, units, and movement.

You are upgrading your cart paths to paved roads aren't you? In RoM you need workers to build the new roads they do not automatically upgrade as in BtS.
 
I have the same problems with cart paths (and maybe roads - still have to get them in my eternal speed game) Cart Paths reduced movement to 1/tile, means workers were able to move from hill to hill, losing only 1 movement if there where cart paths on the tiles. I thought that was quite ok.
Maybe it's due to the many modmods, nevertheless they don't change road movement as far as I know.
 
I was wrong, RoM 2.7 dont have the road movement bonus bug, but Joyoo's mod addition seems to have been causing the problems.

belae
 
I did, and that entry makes it clear what the conditions are for founding on a Marsh. It doesn't say anything about Peat Bogs however, and the particular two city sites I wanted to found were located on a river and the coast respectively, and definitely have access to fresh water. Thus, I wondered whether it was by design or not that you can't build on Peat Bogs under any circumstances, without waiting for the tech to clear them first.

Is DRJ right?

Correct. You cannot found a city on a tile with a peat bog on it, even if it otherwise meets the requirements for a city site. This is not a bug, but a feature. I *think* it's mentioned in the 'pedia entry for peat bog, which is listed in the 'terrain features' section.
 
Hello.
I can't activate civilization changes popup. I tried with both 2.62 +Bts 3.17 and 2.7 +Bts 3.19. It works perfect in 2.62 but not in 2.7. Do I need to activate it somewhere (which I doubt since it works fine in 2,62 without me meddling in any file) ?
Thanks.

It is changed in 2.7 ;) You have to activate the cheat code (chipotle) in the Civilization.ini in the documents folder.


EDIT : BTW, does anyone knows how to lower the hight of the unitinfopane

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not sure if this was posted yet or not but apparently anger gives a healthy face:lol: and I'm not sure why the great people icon is there too, I don't have anything in that city that would produce a great person.
 

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The gamefonts have been mixed up. In one of the first pages there is a post that attached the fixed gamefonts. Btw. Zap allready added this to 2.71 changelog.
 
not sure if this was posted yet or not but apparently anger gives a healthy face:lol: and I'm not sure why the great people icon is there too, I don't have anything in that city that would produce a great person.

The gamefonts have been mixed up. In one of the first pages there is a post that attached the fixed gamefonts. Btw. Zap allready added this to 2.71 changelog.

Not anymore ;) I deleted it as I found a grid error plus I had 4 or 5 gamefonts around the forum, so instead I posted a new one here.
 
I just wondered if the revolutionthingy is going to get balanced?

Just today I've given up 3 games because one barbarian state was transformed to an civ and then got their own state etc, and coming at me which in all three games was in first place with 12 unit armies. Note that this is very early in the first age.

In case those who doesn't see my point: They get to many soldiers to begin with. The average defence per city is about 1 spearman and 1 archer, and newly built cities have just got their first wall up.(If constructed and helped by workers from founding)
 
The BarbCiv component of REVDCM on placing initial units has been discussed with zappara.

The New formed Civs do get too many units and usually the best/highest level ethnic units too. Even if their city has no relevant resources (like horses, elephants, etc) they will receive multiple horse and elephant units plus the best foot units of that Era.

You have to change how you start very radically or get overrun.

And you have to actively and aggressively seek out and destroy nearby Barbs.

JosEPh
 
I just wondered if the revolutionthingy is going to get balanced?

Just today I've given up 3 games because one barbarian state was transformed to an civ and then got their own state etc, and coming at me which in all three games was in first place with 12 unit armies. Note that this is very early in the first age.

In case those who doesn't see my point: They get to many soldiers to begin with. The average defence per city is about 1 spearman and 1 archer, and newly built cities have just got their first wall up.(If constructed and helped by workers from founding)

One other way to play revolution/barbciv is to make a few adjustements. This will lower the spamming of new civs (IMO there was way too many new civs. Sometimes 30 before 1000BC which would slow down my system and most importently slow down AI progress (no room for them to expand), it also gives a heads up so new civs are not just magically appearing in front of your capital (with the 12 super units ;)), but will change the citysize to 5 before a barbcity can become a civ.

Sollution : in ....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Revolution.ini
there is following settings :

Code:
; Change odds of barb city turning into a minor civ
FormMinorModifier = 1.00

; Minimum population needed for a barb city to settle
MinPopulation = 2

; Minimum number of contacts (with any and full civs) to settle
MinContacts = 2
MinFullContacts = 2

Change them to :

Code:
; Change odds of barb city turning into a minor civ
FormMinorModifier = 1.00 

; Minimum population needed for a barb city to settle
MinPopulation = 5 

; Minimum number of contacts (with any and full civs) to settle
MinContacts = 0
MinFullContacts = 0

The above settings will give a couple (5-10) of new civs instead of 20-30 on a huge map. It also allows the AI to be bigger (better) in later eras as they now have more land and resources.

The pictures is from a Emperor/Epic level Huge/Archipelago(Snaky continents/rocky terrain/low sealevel) map setup at 1250AD (440 turns). (15 known civs. 2 known dead civs)

EDIT : Make it 3 known dead civs ;) In 1250 Gilgamesh had sent a small fleet of 8-10 ships with warlords and mailed knights which where quickly put down. In 1275 I spotted an Armada of 32 fluyts and 7 caravels. Damn! :spear:

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