ClearIcicle
Chieftain
- Joined
- Jul 14, 2013
- Messages
- 10
I made a change so you will only be offered one FF per turn. So you should be offered another FF on the next turn (might be the same category though but not the one you rejected), until you have either rejected them all or not enough FF points left to recruit one. If you don't get a FF offer at all during a turn, please check the log if the AI recruited one on that same turn. There is a bug if you are meant to be offered an FF, but the AI would also recruit the same FF on the same turn, the offer to you is cancelled and never appears. (Working on this internally atm)Most annoying, I've got a problem with founding fathers. I've been able to take and reject Exploration FFs. But even though I have the points to also get FFs in trade/religion... I am not offered those. I've attached a savegame where, if you go to the next turn, you will be offered the next ExplFF. If you reject him, you will not be offered other founding fathers that should be available in the other categories (you can even see that I haven't gotten or rejected any of them in the FF-F6 view).
This is a change to diversify ships and WAD. Each ship can only carry certain cargos. Military ships e.g. don't allow civilian units, galleons only allow treasures and goods etc.I got a Galleon from an event (from the King for 2000 gold, to take treasures home) ... but that Galleon is bugged. It can transport treasures and cargo ... but I cannot put any unit on it, even when it's empty. An ordinarily bought Galleon works fine, it's only the event Galleon that is troubled.
We have had reports for similar issues before. I think I remember that when the turn ends on the first travel zone tile, the travel to Europe only happens on the next turn. But you would not be able to do this manually either then. Are there any obstacles like storms etc. in the way that might change the number of moves needed? They move each turn, so the travel time might vary depending on the placement of storms.Sail To Europe pathfinding seems bonked. I can manually send a ship from my port to Europe in one turn, but if I click the button a different path is chosen and the ship is stuck not going to Europe for another turn (it ends the tile on the travel zone, but doesn't actually vanish from the map that turn).
I can confirm this, might have to do with different screen resolutions (1920x1080 here)Minor issues/bugs:
The three rows of goods in the colony view. Neither the tooltips nor the dragging the cargo is well aligned with the positions. It seems like a bit offset, and it's annoying to have to adjust mouse positioning to actually grab the goods.
Confirmed, but I have no idea how to fix this.Some promotions can stack so many tooltip lines that it breaks the overall tooltip. The most interesting stats (strength,xp) get pushed out of the top left corner, so they can no longer be read. Ranger 1/2 especially with some other promotions (mountaineer 1/2) does it, because it lists so many different forest-like features.
You could open a new thread for those. But be aware that suggesting changes is always easy while implementing them is much more complicated. So if that thread ends up being something like a "wishlist", there's quite a chance to get annoyed comments, because we are not short on suggestions for sure, but short on modders to implement themI've also got a lot of other comments and thoughts on balanceing, where do you want me to contribute those?
That is actually a new feature and part of the rebalancing of ships.I got a Galleon from an event (from the King for 2000 gold, to take treasures home) ... but that Galleon is bugged. It can transport treasures and cargo ... but I cannot put any unit on it, even when it's empty. An ordinarily bought Galleon works fine, it's only the event Galleon that is troubled.
Please ask the map creators to check if they may have placed the wrong "Europe Plots".We have had reports for similar issues before.
We know about it, but it is pretty annoying to fix.Some promotions can stack so many tooltip lines that it breaks the overall tooltip. The most interesting stats (strength,xp) get pushed out of the top left corner, so they can no longer be read. Ranger 1/2 especially with some other promotions (mountaineer 1/2) does it, because it lists so many different forest-like features.
Which resolution do you play?The three rows of goods in the colony view. Neither the tooltips nor the dragging the cargo is well aligned with the positions. It seems like a bit offset, and it's annoying to have to adjust mouse positioning to actually grab the goods.
Same for me. I actually have the impression that each button has three "zones", ordered like a flag: upper third is correct, middle third has no tooltip and no drag&drop, lower third is correct again.The cargo in colony view seems misaligned to me, 1920x1080 resolution. I'll come back with a better description, it's not just shifted, it's a bit weirder. If I have the time I'll even upload a short video on youtube that shows the issue.
Maybe the Yield amout display overlays the "drag&drop" - but I have really no idea how that could be changed.Same for me. I actually have the impression that each button has three "zones", ordered like a flag: upper third is correct, middle third has no tooltip and no drag&drop, lower third is correct again.
Actually, that should not happen. Could you post a screenshot? Please also note your system language!I guess that you all in the Team knows about that there is some "?" in the cityscreen and in the Overview outside the cities instead of an icon in "New Hope". This has possible been reporting before so just a kindly reminder on your great work on the next generation of this marv work(Managed to install "New Hope" yeasterday and of course I know that this is not in public yet, so I should wrote my thoughts in another post
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This is known to all experienced modders because we have reports like this each year.I guess that you all in the Team know ...
That is not a bug of the mod itself.Using the english version in a scandinavian system.
Strictly speaking it's a bug in the civ4 engine rather than a bad mod install. Where to install the mod is a workaround for a bug we can't fix.That is not a bug of the mod itself.![]()
CONSTRUCTION_SUPPLIES always generate 40 hammers, but cost different amounts depending on the game speed.
At a slow game speed it becomes much less profitable.
Probably not so easy to solve, but does not seem logical.
Yeah I was starting to look into this, but then I got sidetracked due to chatting activity and ended up not doing more modding today. I did fix a crashing bug earlier today (occasional crash when reloading) so I guess I met my daily quota anywayIt is however easy to fix because we can also scale the hammers give by Construction Supplies by GameSpeed.
(It is just that I am currently not up to date with my source code since I was taking a break from modding.)
I may fix it once I get active again unless somebody else wants to fix.
(It is like 10min effort to fix if source code and mod is up to date.)
fixedCONSTRUCTION_SUPPLIES always generate 40 hammers, but cost different amounts depending on the game speed. At a slow game speed it becomes much less profitable.