Version 2.8beta

Other annoyances:

You can get to the future tech without these techs ever being researched:
  • The Wheel - (WTH? You can build Robots without the Wheel?)
  • Agriculture - (Another WTH.)
  • Stone Tools - (???)
  • Ceremonial Burial - (Okay, I guess... Slightly odd)
  • Fermentation - (How could we have lived without Alcohol!?)
  • Sanitation - (WTH!?)
  • Agricultural Tools - (WTH!?)
  • Algebra - (LOL. We can research the Future Tech without Algebra. LOL)
  • Jurisprudence - (I hope we know this by the Future)
  • Naval Cannons - (Maybe it was a world without water, who knows?)
  • Social Contract - (WTH?)
  • Representative Democracy (Great, the Future is a dictatorship.)
  • Fascism - (But a nice dictatorship.)
  • Automatic Weapons - (Maybe we were pacifists?)
  • Applied Economics - (We never figured out Capitalism?)
  • Superstring Theory - ('Cause Physics is soo important.)

There are more, but those are the strangest. I think these should be dealt with.

:rofl:

You are seriously a g=reat humorist! You made me laugh so hard with your sly wit!
 
Another person posted similar report some time ago. I tested spaceship part building myself after the report and it worked just fine on my computer (launching ship worked too) so I don't know what the issue might be. You could help by posting the log files from your game after you've tried to view the spaceship window (so that this action is recorded to log files).

ive found the following Logs:

C:\Users\Marco\Documents\My Games\Beyond the Sword\Logs:
- CvXMLLoadUtilitySetMod_MLFEnumerateFiles.log
- Init.log
- MLF.log
- PythonErr2.log
- resmgr.log
- xml.log

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\log:
- Init.log

Wich one should i post?

One more bug (maybe): in the transhuman era, i can still build the Cannon Forge but now, obviously, i cannot train cannons.
 
I want the UN in the game to act like the real UN. Right now they are just modern barbarians and they dont defend cities. In real life there arnt specific military units designated as UN only. countries send units to act as UN peacekeepers. What is the possibility of having a UN which can be summoned to a vote (emergency meetings) to send peacekeepers to a certain country? the resolution could have a turn limit and you could select which units go. you then control them but they appear friendly to the target nation but hostile to everyone at war with that nation?
 
I want the UN in the game to act like the real UN. Right now they are just modern barbarians and they dont defend cities. In real life there arnt specific military units designated as UN only. countries send units to act as UN peacekeepers. What is the possibility of having a UN which can be summoned to a vote (emergency meetings) to send peacekeepers to a certain country? the resolution could have a turn limit and you could select which units go. you then control them but they appear friendly to the target nation but hostile to everyone at war with that nation?

Brilliant idea:goodjob:. I don't have the skills to do it. I als0 don't think that the UN in Civ works that way since it only takes one state to defy a motion for it to fail and those at war with the state you want to protect may well naturally defy the motion.

@Zappara I relised that I have never been able to build a missile silo, available with advanced rocketry.
 
I want the UN in the game to act like the real UN. Right now they are just modern barbarians and they dont defend cities. In real life there arnt specific military units designated as UN only. countries send units to act as UN peacekeepers. What is the possibility of having a UN which can be summoned to a vote (emergency meetings) to send peacekeepers to a certain country? the resolution could have a turn limit and you could select which units go. you then control them but they appear friendly to the target nation but hostile to everyone at war with that nation?

What the game does now is pretty much like the real UN. Peacekeepers sit in cities while the countryside is ruled by murderers, rapists, and thugs of all types.

You can see this in Darfur, Sudan. Even worse, the poor peacekeepers are target practice for the terrorists mentioned above, with all sorts of restrictive rules for engagement.

Examples of UN peacekeepers just sitting idly by while one group attacked another can be found in Rwanda, where hundreds of thousands, possibly as many as one million people were slaughtered by the dominant ethnic group while peacekeepers watched from the sidelines. Some peacekeepers.

To have an accurate peacekeeper unit in game, the unit should give you sight on the area, details on how any combat in the area is resolved, then be removed or allowed to stay at the discretion of the new territorial owner. At no point should the peacekeeper actually be allowed to engage the enemy or attempt to alter the outcome of any battle.

That is the role of the UN peacekeeper.
 
What the game does now is pretty much like the real UN. Peacekeepers sit in cities while the countryside is ruled by murderers, rapists, and thugs of all types.

You can see this in Darfur, Sudan. Even worse, the poor peacekeepers are target practice for the terrorists mentioned above, with all sorts of restrictive rules for engagement.

Examples of UN peacekeepers just sitting idly by while one group attacked another can be found in Rwanda, where hundreds of thousands, possibly as many as one million people were slaughtered by the dominant ethnic group while peacekeepers watched from the sidelines. Some peacekeepers.

To have an accurate peacekeeper unit in game, the unit should give you sight on the area, details on how any combat in the area is resolved, then be removed or allowed to stay at the discretion of the new territorial owner. At no point should the peacekeeper actually be allowed to engage the enemy or attempt to alter the outcome of any battle.

That is the role of the UN peacekeeper.

Oh so true!

Although since Civ4 is a gigantic "What If?" game, perhaps if your Civ built the UN, you could stop it from being taken over by the elite bastards that rule it IRL, and instead appoint your Civ-self as leader, therefore making the Civ UN a benevolent organization that would, in fact, actually work for the betterment of mankind.

[rant]

...or, off course, you could instead become a tyrannical dictator and use the UN as a puppet organization to further your own twisted goals, and in the background you are secretly plotting to kill hundreds of millions (or even billions) of people and establish yourself as Supreme Overlord of all Humanity, forcing the UN peacekeepers to act as your Secret Police to monitor every aspect of your serfs' lives. But then things wouldn't be much different from the UN as we know it in real life!

[/rant]
 
Zappara, I have a question about the Bath House. In the XML for it, you gave the <fVisibilityPriority>10240000.0</fVisibilityPriority>.

Why might I ask? Is there a particular reason the Bath House needs to ALWAYS be shown? Even above Walls and the Palace, and Wonders?

I do believe I know why the visibility priority is so high:

In vanilla BtS, the Aqueduct visibility priority is 10240000.0. In fact, the code even says:

Code:
<fVisibilityPriority>10240000.0</fVisibilityPriority>
<!-- this building wants to be super-important so that it gets placed first -->

Methinks Zappara cloned the Aqueduct's BuildingInfo XML when first making the Bath House, and therefore the high visibility priority was inadvertently carried over.

As the bath house is not as important for drawing as the Aqueduct (it does not snake around outside the city limits, etc.), there is indeed no need for it to be so high.
 
I do believe I know why the visibility priority is so high:

In vanilla BtS, the Aqueduct visibility priority is 10240000.0. In fact, the code even says:

Code:
<fVisibilityPriority>10240000.0</fVisibilityPriority>
<!-- this building wants to be super-important so that it gets placed first -->
Methinks Zappara cloned the Aqueduct's BuildingInfo XML when first making the Bath House, and therefore the high visibility priority was inadvertently carried over.

As the bath house is not as important for drawing as the Aqueduct (it does not snake around outside the city limits, etc.), there is indeed no need for it to be so high.

Yes. But one has to wonder why they didn't make the Walls fVisiblity higher. After 5-8 new buildings, my city walls disappear. I think they should always show too.

Also, I've started a habit with my modmod's to make my
Code:
<fVisibilityPriority>0</fVisibilityPriority>
for buildings without art, so they don't displace buildings that do.
 
Yes. But one has to wonder why they didn't make the Walls fVisiblity higher. After 5-8 new buildings, my city walls disappear. I think they should always show too.

Well, the only I can think for this is that IRL, when city walls are built, they are not exactly able to be moved. So, after a while, the city expands but the walls do not, and buildings/dwellings/roads/etc spill out beyond the walls. Eventually, the city grows enough that the walls are dwarfed by the city's expansion.

Of course, walls do not just disappear, but it seems that they were made to disappear in-game because of how Civ4 was coded: the walls are not defined to be stationary and apparently cannot be fixed in one place while other buildings spill out past them; the walls are defined to always exist at the outermost perimeter of a city.
 
Of course, walls do not just disappear, but it seems that they were made to disappear in-game because of how Civ4 was coded: the walls are not defined to be stationary and apparently cannot be fixed in one place while other buildings spill out past them; the walls are defined to always exist at the outermost perimeter of a city.

That's why I think walls should always be visible (or at least visible for a while, they can disappear eventually, in the modern era.)
 
At turn 1400 AD... in one of my city appears a great merchant whitout i was waiting him; and it happens every next turn!

:mad:
 
I have been playing 2.8 with Afforess' mod pack and using his dll that fixes the astronomy CTD. I had reached the domination victory criteria but the victory never triggered. I had also built the U.N. but the diplomatic victory vote option never came up. I don't know If I have the patience to test other victory conditions.

Save game available if required.
 
Something about the AI:
When a lot of Barbarians raging the ground and a lot of joungle and woods are on the map, the AI has no chance even on the monarch mod to build up cities.
I have 1200 pts in the year 700 AD and the best AI 765pts...

regards
 
Try deity on 18 civ huge earth map, establish a religion of your own while the rest of the world follows an other faith, and if it's still too easy come back...

(sei mal nicht sone Lusche und nimm mal settings die dich ein bisschen [über-]fordern!)
 
I have been playing 2.8 with Afforess' mod pack and using his dll that fixes the astronomy CTD. I had reached the domination victory criteria but the victory never triggered. I had also built the U.N. but the diplomatic victory vote option never came up. I don't know If I have the patience to test other victory conditions.

Save game available if required.

I have noticed the same thing about the dominion victory but I did get the UN vote. Also 2.8beta with Afforess' beta.
 
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