[We the People] Bug reporting

Finally I have figured out what caused these ugly cutty edges between "Lake" / "Large Rivers" / "Coast" and could fix it !!! :)
Now you can also nicely see where a different Water Type starts.

That graphics bug had really been annoying me !!!:badcomp:
(Learned a bit about "water graphics engine in Civ4Col" again ...)


It is actually simple once you know it ... :lol:
(It was just the "Layer Order" of Terrains in ArtDefs ...)

Spoiler :



 

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This was noticed in 2.8.2.2 :
- I am at war with a european power. My MoW with a Royal Artillery, 2 Hessians and a scout approaches the enemy's capital without defenses on grasland (ca Philadelphia on Giant Americas). The capital is defended by only 2 Hessians. (The event gave both parties the same units.) Since odds are against me when attacking from ship, I unload the troops to a forest (+50% defense) near the city.
- Next turn AI abandons the city and moves the 2 Hessians to the grasland tile next to the city.
- I move my units into his capital. I get an automatic +30% defensive building from FF.
- Next turn AI attacks the town and kills both my Hessians since their attack boni are higher than my defensive boni.

-> It is strange that AI gives up a capital with lots of expensive buildings so easily.
-> It is strange that Hessians have higher attack than defense values on grasland and against settlements, so if 2 Hessians meet the one who attacks has an advantage and mostly wins. I also guess that the +30% from free defensive building did not count due to unrest in the city. (+15% settlement attack +20% grasland attack versus +10% settlement defense)
 
-> It is strange that AI gives up a capital with lots of expensive buildings so easily.
AI was just smart. ;)
It lured you in a trap.

-> It is strange that Hessians have higher attack than defense values on grasland and against settlements, so if 2 Hessians meet the one who attacks has an advantage and mostly wins. I also guess that the +30% from free defensive building did not count due to unrest in the city. (+15% settlement attack +20% grasland attack versus +10% settlement defense)
We purposely balanced Hessians to be strong City attackers. :dunno:
Otherwise it sounds like you simply had bad luck with combat RNG.
Why should that be strange though?

Nothing you posted is a bug. ;)
Basically this is a discussion about personal taste in balancing again ... :undecide:

Please post only bugs here.
For the rest we have "Quick Questions". :thumbsup:
 
Finally I have figured out what caused these ugly cutty edges between "Lake" / "Large Rivers" / "Coast" and could fix it !!! :)
Now you can also nicely see where a different Water Type starts.

That graphics bug had really been annoying me !!!:badcomp:
(Learned a bit about "water graphics engine in Civ4Col" again ...)


It is actually simple once you know it ... :lol:
(It was just the "Layer Order" of Terrains in ArtDefs ...)

Spoiler :



Ha! You really picked the right day to find this out. I just decided today that I wanted to tackle my faireweather friend to get me some big random river. I had no idea this was even a thing until you now mentioned it, and probably would never have figured that out.

Edit: nevermind, not exactly the same thing as I had stumbled upon. I thought you had found a solution to way large rivers can't cut diagonally across land, but land can cut diagonally across large rivers. Just making a clown again, move along.
 
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AI was just smart. ;)
It lured you in a trap.

I guess that when a city is taken, some buildings are destroyed. To give up the capital and then try to recapture it probably will cause a lot of damage and will cost the effort of many turns on marathon to repair it, so it is high costs for a "trap".

When I later took the last settlement of the enemy, it was an undefended 1-population-settlement. No matter what I tried the settlement was never captured but always automatically razed. I used worldbuilder to add 1 population to be able to capture it since otherwise the "raze" is part of statistics. I know that in Civ 1 a city lost 1 population on capture, but there the population is just population and there are no specialists.
I guess this is also no bug but works as intended.
(Can the automatic razing of 1-population-settlements be disabled?)
 
I guess that when a city is taken, some buildings are destroyed.
No, capturing Cities between Europeans does not destroy any buildings.
Until the upcoming release AI was just not very good in constructing buildings.


No matter what I tried the settlement was never captured but always automatically razed.
Correct, that is working as designed - in Vanilla (not by TAC / RaR / WTP).
1-Pop-Cities will always be razed. (That logic was purposely implemented in there.)

I just accepted that it is part of the rules of the game. :dunno:
(It also felt realistig and immersive.)

Can the automatic razing of 1-population-settlements be disabled?
In DLL it definitely can - we can do almost everything there.
In XML I have never seen a setting for it.
 
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Learning by Doing (2.8.2.2)

- Having a free colonist learn as fur trader and switch between the 2 types of fur resets the LbD counter.
- Having a LbD spice trader switch between salt and spices resets the counter.
- This will probably also be true for blacksmith and gunsmith when switching products.
 
they could have missed something in the description, forgot about something. release 2.8.2.2 was a test release and is now dead.
I do not dispute that errors may be present in 2.9. just use the current release.
 
I play 2.9 and had a bug after a fight the missonary(free colonist) i capture has ben cloned,the the log has the message 1" you have captured a free colonist" and 2 " an enemy free colonist was captured after the fight" they a not completly cloned one had movement points the seconde not.
I had this bug to in 2.8.2 with a slave
I have no savegame the turn before but directly after the event if it helps. PS. sry for the bad english.
 
Thanks for the report. :)

That really sounds strange though. :confused:
Since I was not working in 2.8.2 branch I currently have no explanation for it.

Maybe we can reproduce it ourselves by Worldbuilder. :dunno:
Can you reproduce it by creating a similar scenario (with an enemy Missionary) in Worlbuilder yourself?

----

Summary:
Will try to find out more. :thumbsup:
 
now i have a save before hope it helps.
 

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@Kendon , @Fürstbischof:

... these XML texts themselves still need to be written:
Map West Indies
TXT_KEY_WORLDBUILDER_WEST_INDIES_DESC
Map New England:
TXT_KEY_WORLDBUILDER_NEW_ENGLAND_DESC
Map North America
TXT_KEY_WORLDBUILDER_NORTH_AMERICA_DESC

Here's sample English text for each. I've tried to keep it short:

TXT_KEY_WORLDBUILDER_WEST_INDIES_DESC

<English>Develop the richest part of the New World, negotiate with unique Native societies and fight pirates in this West Indies scenario.</English>

Map New England:

TXT_KEY_WORLDBUILDER_NEW_ENGLAND_DESC

<English>Attract immigrants to the one true religion, far from European heresies. Build a new power to rival Europe. Be the top colony in this New England scenario.</English>

Map North America

TXT_KEY_WORLDBUILDER_NORTH_AMERICA_DESC

<English>Explore a land larger than all of Europe with danger, opportunities, and Native cultures ready to trade or fight in this North America scenario.</English>
 
2.9
event about lumber needed for navy: 200 tons but removing 600 units? Shouldn´t scales and weights be used consistently to avoid confusion?
Or is the 600 scaled due to gigantic mapsize and the 200 fixed in the event text?

Spoiler :


upload_2021-6-11_19-55-39.png

 

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2.9
The event about the whale butchers wife´s corset - do I understand it wrong or would it make better sense if her form is "as stimulating as it is unnatural"? The event text seems to be missing the 2nd as?
 
2.9 Text description of the "escape" ability of ships sounds awkward
e.g. from the Smuggling Ship when I first went to Port Royale in my current game
"Chance to escape to Dock or Drydock or Shipyard or Naval Port after losing a battle"

Why not simply "Chance to escape to Dock or better after losing a battle"?

Are there airports ingame? Because why else specify Naval Port instead of just port?
 
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