Version 2.x bug reports

I'll test Chile. I was yesterday playing megapack but Chile wasn't among the civs so I'll have to make a new game with them...

I played a Chile game the other day with 2.62 megapack, worked fine. Re: animated leaderheads, I would have had those on, though you never see your own head.

I did notice during that game, that one Romanian city has no name, just a Text_key error type message.
 
I played a Chile game the other day with 2.62 megapack, worked fine. Re: animated leaderheads, I would have had those on, though you never see your own head.

I did notice during that game, that one Romanian city has no name, just a Text_key error type message.

Wait, you just install "ROM 2.62 Megapack" and it's fine? I have problems with it itself. And I don't see O'Higgins' head in the modules folder.
 
Wait, you just install "ROM 2.62 Megapack" and it's fine? I have problems with it itself. And I don't see O'Higgins' head in the modules folder.

Yep, just 2.62 megapack, a fresh install on a new computer. Everything's worked fine (well, except the random crashes to desktop, but they haven't bothered me enough to turn logs on yet)

I'm tempted to downgrade to regular 2.62 though, the megapack is neat, but I miss the usual suspects (Zara Yaqob, my personal nemesis)
 
Are most tiles now Fresh Water? I have started shown a screenshot. The mouse pointer and tile were not near any water resources. Is this intended or a possible bug?
RoM.jpg
 
I'm experiencing something strange... Hum all barbarian unit disappear after moving... I'm on a hill and see a juicy barbarian archer on the horizon, end my turn, closing camp to be ready for assault next turn... The archer move toward me and poof ... disappear... happened two or three times already (never killed a barbarian unitso far.. not a problem with wild animal, though.)

I use this:
Megapack
Graphic by jooyoo
Wonder movie by Dancing
ROME (remove uhlan)
Civic screen add-on
Religion by aar... + the patch by dancing
Perfectworld 2
 
We've been noticing some odd things about trade in this mod. I will look at an AI's land and see that they have certain resources that they are working and go to ask them about a trade. Those resources don't even show up in the trade window at all. Also most of the resources the AI admit to having are redded out most of the time - what causes that? Probably not a bug, but it would be great to be able to demand resources from the AI even if they don't want to trade them to try to force them to give or fight at times.

We play multiplayer, 2.52, with tech trading off. It would really help diplomacy if we could trade with the AI more freely. Is there something we're missing about all those resources?
 
We've been noticing some odd things about trade in this mod. I will look at an AI's land and see that they have certain resources that they are working and go to ask them about a trade. Those resources don't even show up in the trade window at all. Also most of the resources the AI admit to having are redded out most of the time - what causes that? Probably not a bug, but it would be great to be able to demand resources from the AI even if they don't want to trade them to try to force them to give or fight at times.

We play multiplayer, 2.52, with tech trading off. It would really help diplomacy if we could trade with the AI more freely. Is there something we're missing about all those resources?

The AI won't trade resources until they like/trust you enough. Different resources require different levels of trust. I had a situation where the Greeks would not trade anything with them. I gave them writing and they were willing to trade fish, spice and olives but not iron or copper.
 
The AI won't trade resources until they like/trust you enough. Different resources require different levels of trust. I had a situation where the Greeks would not trade anything with them. I gave them writing and they were willing to trade fish, spice and olives but not iron or copper.

Yes, but I could have the option of demanding the resources they don't want. Because they have! :mad:
 
While playing I noticed two minor things:

1) The Calmacec is a monastery for Naghualism right? So it should get +1 health from the Church welfare civic, too.

2) Religious buildings of the four new religions still have Buddhism/Islam/Hindu sounds. You could change that to their religious theme.
 
Yes, but I could have the option of demanding the resources they don't want. Because they have! :mad:

Yes and also the resources should at least be visible on the trade screen, even if not available. I understand they may not always want to trade with me... not sure there is any way to make them go to war with me by demanding things they don't want to part with either. Diplomacy isn't as full as it could be and trade is part of it.
 
Yes, but I could have the option of demanding the resources they don't want. Because they have! :mad:
Are you sure they aren't trading those resources to someone else? ;) There might have been python change in BUG mod to diplomacy so that it shows only extra resources (1 reserved for player's own use) as there's really no point giving your only strategic resource away, such as iron or horse to your enemies - Anyway I'm not sure if this is the case.

Resources getting "redded out" in diplomacy screen is always the result of their leader's attitude towards you. In most cases attitude must be Pleased or Friendly and even if you have friendly status with him, there might be other AI factors in play that will still deny trade for that resource.

While playing I noticed two minor things:

1) The Calmacec is a monastery for Naghualism right? So it should get +1 health from the Church welfare civic, too.

2) Religious buildings of the four new religions still have Buddhism/Islam/Hindu sounds. You could change that to their religious theme.
1) Noticed this too few days ago, will fix it to v2.7

2) I'll check if the new sounds are suitable for this particular case.
 
No idea about my barbarian problem?
 
No idea about my barbarian problem?
Barbarian player might have disbanded the unit for some reason. Might be also caused by Barbarian Civ component (not sure though) if you have that enabled.
 
Since installing v2.62 I have yet to play a map that has salt on it, for me or the ai players?
 
I found something a little strange in my current game. I took over an Etruscan city by accident, I meant to raze it but pressed the wrong button. When I went into city view to abandon it, I saw I could abandon the buildings first for some money. When I got to the granery it would give me 36 gold for destroying it, but it wouldn't actually take the granery away. I razed it about 7 more times before feeling guilty, then razed the city.

Not a serious bug at all, I just thought I'd report it encase someone was looking for things to fix :)

this is 2.62 megapack by the way

Since installing v2.62 I have yet to play a map that has salt on it, for me or the ai players?

Perfectworld 1&2 both have salt for me with 2.62, no storms marshes or peat-bogs though
 
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