[We the People] Bug reporting

One more thing about Large Rivers - tiles adjacent to them don't get river production bonus either. Again, is it a bug or a feature?
 
Again, is it a bug or a feature?

That is "Working as Designed".

Technical (Performance):
First of all you need to understand that "small rivers" are not a Terrain / Plot of their own. They are more of a "chracteristic" of the Plot itself.
Large Rivers however are a Terrain / Plot of their own. It would be really bad for performance to check for adjacent Large River Tiles for calcualting Yield Bonusses.
There are simply way too many Plots that would do that.

Gameplay / Balancing (bsically Personal Taste):

Small rivers already give the Yield Bonusses and I felt that was enough.
I wanted to keep the importance of small rivers as well.
Especially when you still have "small rivers" flowing into Large Rivers. (Such positions needed to stay valuable)
Having adjacent Large Rivers also give Yield Bonusses felt really overpowered.

Summary:
I like it the way it is now and purposely designed it that way. :thumbsup:
Not ruining performance is of course also very important. :mischief:
 
2.9
I wanted my pioneers to build a hunting lodge on a deer bonus resource. However the only +fur improvement offered is the trapper hut that would later turn into a trapper camp.We DID have a hunting lodge, didn´t we?
If the trapper hut is supposed to represent both trappers and hunters the naming seems off - as in the units/professions description trappers are described to go after beavers and hunters to go after bisons/deer. Could the hut simply be split into trappers hut on beavers and hunters lodge on beer/disons? So with identical bonus, just acknowledging that both professions are different from each other?

The option to chop down the forest is named "Burn down the forest". While that makes sense from how historically new land was cleared in parts of the world for farming ("slash-and-burn") it makes no sense here, as with burning down the forest there would be no +60 wood in the next city. So either burning without wood or chopping with wood... I´m for "Chop down the forest" as that would explain why the pioneer needs so much time to do it.

Spoiler :

upload_2021-6-3_9-8-15.png

 
.We DID have a hunting lodge, didn´t we?
The Improvement for Hunters (Fur) and Trappers (Premium Fur) fur is the same.
It always was. :)

Could the hut simply be split into trappers hut on beavers and hunters lodge on beer/disons?
No, because it just clutters the Improvement List and also makes decisions for AI more complicated.

We have purposely designed Improvements to work for more than 1 Yield.

Summary:
Working as Designed.
Definitely no Bug.
 
The option to chop down the forest is named "Burn down the forest".
Correct. :thumbsup:
"Burn Down" does not make any sense for gameplay because you get Lumber and yes, it takes more time than "burning down".
Also the Icon does not match.

@Kendon , @Fürstbischof
Could one of you please check it? :hug:
I think we should rename the Button again.
 
EVENT_CARGOSPACE
This event has a chance to grant two additional cargo slots to a ship, however these slots 'vanish'. (Can't really say if quitting/reloading the game is the culprit or a recent edit to stored variables).
Fixed. It is now a promotion as they are saved. It still has a placeholder icon, but that will be dealt with next weekend.
 
2.9
To found a new colony the new way is to have a "Prepared Settler" instead of just about everyone else, as before.

If that settler now creates the settlement, isn´t he supposed to fall back to "Free Colonist" again, having spent the resources he carried with him?
Because in my current game the settler who founded the new colony and starter to log wood is still name a "Prepared Settler" instead of "Free Colonist" trying to become an Expert Lumberjack:

Spoiler :

upload_2021-6-3_12-49-9.png

 
2.9To found a new colony the new way is to have a "Prepared Settler" instead of just about everyone else, as before.

The "Profession Settler" is still there and works as before - meaning that every Unit can use it.
(There was absolutely no change to the Profession.)

We just introduced the Unit "Prepared Settler" so it could be placed in Worldbuilder and bought in Europe.
(It only has a tiny bonus on Food but otherwise is identical to a normal "Free Colonist" - e.g. able to use LbD.)

Summary:
Everything working as designed and discussed.
Do not really see the issue there. :dunno:
 
I made a fix in the DLL.... well workaround. It removes the formatting code when sending the text to the exe meaning rather than being displayed as plain text, it is ignored.
Oh, well, if it's working now I don't mind. :-)
I think the command for that is or something like that and it should be available where formatting is available.

I'm not 100% sure what you refer to, but it sounds interesting. Text being cut off is an annoying issue and I wish to fix it if possible. Now sure if it is possible in all cases other than shortening the text.
These 7 files (committed to master on Monday) represent the core of my project to improve the readability of all sorts of texts displayed by logs, pop-ups and tooltips. Colouring serves as a means to support the enhanced readability.

re city pop-ups which open up a list of choices, e.g. buildings/units/new profession: In rare cases text is being cut off just for the simple reason that it's not long enough. Reducing the size of the fonts might help avoid this issue but there is something else going on.
 
Correct. :thumbsup:
"Burn Down" does not make any sense for gameplay because you get Lumber and yes, it takes more time than "burning down".
Also the Icon does not match.
That was intentionally changed be me.
"Chop Down" didn't make any sense for gameplay since you get only 2-4? times the lumber your lumberjack would produce in 1 turn. Since even burning down does not entirely destroy all trees there is still a certain amount of usable lumber left. That it takes more time is perfectly ok, taking the size of the area involved and also time spent for other pioneer actions into account.
I think we should rename the Button again.
I don't mind. It's not that important...
 
"Prepared Settler" is a unit, which grants production bonuses like an expert (but less than an actual expert). Their default profession is settler.

Feedback :
The +25% bonus on food is so small that on most tiles there is no visible effect due to rounding down, e.g. a 3-food tile just gives 3 food for both a free colonist and a prepared settler. Farmer and Fisher get +3 Food (and additional +2 Food from Bonus Resources).

Also at the start of the game the prepared settler is more expensive than buying a colonist from the docks and equipping him as settler. If available I would buy a Farmer/Fisher from the docks and equip manually.
 
Feedback :
The +25% bonus on food is so small that on most tiles there is no visible effect due to rounding down, e.g. a 3-food tile just gives 3 food for both a free colonist and a prepared settler. Farmer and Fisher get +3 Food (and additional +2 Food from Bonus Resources).
Also at the start of the game the prepared settler is more expensive than buying a colonist from the docks and equipping him as settler. If available I would buy a Farmer/Fisher from the docks and equip manually.

That is exactly what I wanted. :thumbsup:
100% working as designed. :)

Normally you should use "Normal Workers" and equip them to "Settlers" in the beginning of the game.
(The primary purpose of "Prepared Settler" is simply to allow placing it by Worldbuilder.)

With this Unit:
  • You can place the "Settler Profession" by Worldbuilder (which is not possible without it)
  • You can have "a Unit in Profession Settlers" immigrate (which is not possible without it)
  • You can buy in Europe "a Unit in Profession Settlers" if you want (which is not possible without it)
  • In plots with 4 Food e.g. with a Farm or with a Bonus Ressource you get 1 additional Food
  • It can still use LbD to become and Expert
 
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I noticed that Expert Stonecutter and Prospector is not available in native settlements. Bug or intended or just bad RNG in my games?

An advanced native civilization like the Inca - famous for stone construction and their silver and gold treasures - probably should be able to teach both professions.
 
@historix69 Prospector is definitely bad RNG, while Stonecutter should not be available in native settlements AFAIK, same as Lumberjack.
 
@historix69 Prospector is definitely bad RNG, while Stonecutter should not be available in native settlements AFAIK, same as Lumberjack.
Excactly. :thumbsup:

Stonecutter and Lumberjack not being available in Native Villages is "Working as Design".
1. It would be bad for gameplay
2. It would not fit immersion considering most Natives.
 
Excactly. :thumbsup:

Stonecutter and Lumberjack not being available in Native Villages is "Working as Design".
1. It would be bad for gameplay
2. It would not fit immersion considering most Natives.

I did not mean EVERY Native tribe but just advanced civilizations like Inca or for stonecutter even only Inca, as a historical flavor.

Originally (old Col) the native villages were classified in several groups like nomadic hunter - gatherer, small villages with fisher, hunter and some agriculture and the higher civs with their huge cities with organized agriculture, metalworking, etc. The professions teached by natives were based on surroundings and the civilization class, e.g. only the huge cities should teach "Expert Miner". At the moment I often see smaller native tribes teaching "Expert Miner" while in real life probably most of them never had kind of metallworking.
If I remeber correctly advanced native civs with cities in rare cases were also able to teach professions like "Master Weaver" when close to cotton.
 
@historix69

I understand what you mean, but again:

It is working as designed.
(We simply did not want to waste "Training Slots" in Native villages for Lumberjacks - for gameplay.)

There is no point to endlessly discuss after you have already gotten the answer.
Change it if you want to in your private version. :thumbsup:
 
2.9 The import / export / automate wagon train routines seem still not to work.
Should the reported bug about import and export exchanged still be in 2.9?
Or has it been fixed only for the next release?
 
Or has it been fixed only for the next release?
@Nightinggale knows best. :thumbsup:
(Because he has fixed it to my knowledge.)

Not sure though if the fix was already contained in 2.9. :undecide:
Pretty sure though that the issue is fixed in current dev branch. (upcoming 3.0)
 
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