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I thought that bringing 3D graphics between Civ Col and base Civ would be fine, since they're the same engine.
There can be issues sometimes. Actually in both directions - since the graphics engine is NOT exactly the same.
The Civ4Col graphic engine is a bit more advanced than Civ4BTS and e.g. uses shaders a bit differently.

But it can all be fixed by NIF-Scope - in most cases it is related to shaders.
An experienced graphics modder usually knows what to do.

Has anyone encountered this, or am I doing something wrong?
It is known. But as I said, a graphics modder usually knows how to fix it.
Sometimes there are problems using Civ4BTS graphics in Civ4Col as well.
 
Canal placement:
cannot build a canal on the spot where the pioneer is -
canal.jpg

is it because it's out of city 5x5 range? Or is it not allowed ot build two canals next to each other?
 
Or is it not allowed ot build two canals next to each other?
It is not possible to have 2 canals next to each other.
(We did not want to have exploits building canals all into the inland.)
 
Thanks Ray! Next: Hardwood.
Obviously you need it to produce Fieldworker Tools (a.o. things).
But why does the game complain that there is no Hardwood in stock when there actually is 128 of it?
Hardwood.jpg
 
But why does the game complain that there is no Hardwood in stock when there actually is 128 of it?
I do not know honestly. :)

Do you have enough "Pig Skins" which is required as 2nd Yield?
Because maybe the message accidently just tells the 1st Yield (even if the 2nd Yield has actually run out).

It might simply be a bug. :dunno:
Or something happend that I just do not understand.

Without analysing a save or checking the source code I can not tell.
But I am currently taking a time out from modding so that is nothing I will do anytime soon.

---------

Small comment:

Please do not post questions directly to me even if I still answer here and there.
It may cause that nobody else tries to answer ... and I visit the forum quite irregularly currently.
 
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Were multi player de syncs fixed - and if yes what was the issue? :)
 
Full testing, as far as I know, was not carried out. but some potential issues have been resolved.

I am having issues with automated transport.In R&R it worked flawlessly, but here I have a feeling sometimes it work, other time it doesn't.My vehicles often do not move at all.
I am wondering what am I missing?
this is due to the overflow of the warehouse in the hub colony. in 4.1 this is unlikely to be fixed.

Thanks Ray! Next: Hardwood.
Obviously you need it to produce Fieldworker Tools (a.o. things).
But why does the game complain that there is no Hardwood in stock when there actually is 128 of it?
as Ray already said, this is due to incorrect display of the missing component. fixing it requires the work of a programmer, who are very few in the team and they are busy with more important things.
 
Finally made it to the War of Independence for the first time ever.

How long does it take for the first REF ships to start arriving?
 
Hi, anyone have tips on beating revolutionary? I remember barely beating it once in vanilla years ago. Still haven't cracked the code in wtp haha.

Also i noticed that the resourceful trait is bugged. That you only get the +2 hammers and not the other bonuses but heard its been fixed internally. Is there some hotfix release that i'm not aware of? *munk man is my favorite leader which is a shame

Btw love the mod mr/ms/mrs devs. This is amazing. Thanks for your hard work.
 
Does it pay off to focus on using slaves?
To the point where it's no use to bother paying for any of the expert planters who grow the same items as slaves. If I get a Great General and I'm not planning on using them for war soon I'll attach him to a slave overseer just to reach the next 25% bonus. In a 2 plot colony, you can go crazy with raw goods past the point where you can keep up with shipping demands no matter how many vessels you buy.
 
Do you know where I can find suggestions for this MOD? I'm having a hard time finding it because I'm not good at English.
Since the Storm terrain feature provides a defense bonus, ships tend to end their turns on the Storm terrain feature.
Please do not provide defense bonus from the Storm terrain feature in next patch.
 

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I have a question about animal resource tiles. I'm about to establish a new city. The tile to east is Hills/Wetland, that has +4 goats. There's no bonus resource, just the terrain bonus. But when I start the city and that hill is under my control, there's no more goats on that tile. Is this a bug or is it supposed to work like this? If I buy goats from Europe and bring them to this city, will the goats on that Hill/Wetland become visible again?
 
I have a question about animal resource tiles. I'm about to establish a new city.
1) Livestock Breeding (Goats, Cattle, Sheep, Chicken, ...) on a City Center Plot is not possible
2) Livestock Breeding in a City requires you to bring a cargo load of it to the City first (no breeding of Cattle without Cattle)
3) If you have less than a full cargo load of that Livestock stored in the City, the breeding rate will be reduced proportionally. *
4) The Bonus ressource basically just says that breeding that Livestock will be "more efficient" (i.e. higher Yield output)

* full cargo load: 100 Units on Normal, 200 Units on Epic, 300 Units on Marathon
So with just 80 Cattle on Normal your breeding rate will also just be 80% of the Profession Output on the Plot.
Going beyond a full cargo load however does not further increase breeding rate.

Summary:
Better not found a City on a Livestock Bonus Resources.
(Just like you also should not found City e.g. on Deer Bonus Resource.)
 
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