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Re: Minor anomalies and nuisance
Quote:
Originally Posted by beatoangelico
too many "k" and "j" in Dutch for my tastes :laugh4:
That's because "I" is "ik" in Dutch.
And because "you" is "jij"
And because we often have the "ij"-sound which you don't have in English : e.g.: "a list of words" --> "een lijst van woorden"
And now back on topic, because this thread is getting too linguistic :book:
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AW: Minor anomalies and nuisance
In my Carthage campaign, I conquered Baikor. It is still of barbarian culture, and I built a stonewall (lvl 3) there. The stonewall is in the building viewer at the bottom, and is also visible in the battle map, but the settlement on the campaign map still has a wooden wall. I wondered about this because in my 0.81 Makedonian campaign, stonewalls around culturally barbarian settlements were visible on the campaign map. I can provide a screenie if needed.
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Re: AW: Minor anomalies and nuisance
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AFAICT, the new Oppida looks like a wooden wall on the campmap. Once you upgrade the palace to a semitic one, your walls should turn white. :burnout:
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AW: Minor anomalies and nuisance
Ah, you think because the culture is barbarian, the game "thinks" that the stonewalls are Oppida?
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Re: Minor anomalies and nuisance
No stone wall strat models were made for the barbarians yet, so wooden walls are used as placeholders.
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Re: Minor anomalies and nuisance
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AW: Minor anomalies and nuisance
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Re: Minor anomalies and nuisance
I've read through this thread and tried searching for this inconsistency elsewhere, but couldnt' come up with anything.
The inconsistency I am refering to is the skeleton model for the Indohellinikoi hoplitai from baktria. On the unit card and EDU file, it says it should have an attack of 15 spear light_spear. Yet the skeleton file says it has a fs_swordsman and in a custom game, what I see is the right texture and shield, but wielding a sword, not a spear.
Is there a reason for this and what does it do to the combat stats? Does it function as a spear even though it only has the length of a sword in game?
For the "end of turn" faction summary scroll, I would suggest that you use the faction economic scroll instead. That end of turn thing is pretty much useless in terms of stating the amount of money you actually will or have gotten, therefore I stopped using it. I could never make sense of how it calculated the end results, cause it was always in error.
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Re: Minor anomalies and nuisance
I believe the Indo-Greek Hoplite has both a sword and a spear, the sword just happens to be the primary weapon so that they charge with the spear. Just ALT-RightClick for the spear attack.
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Re: Minor anomalies and nuisance
Marcus, I apologize for not being more clear. I am refering to the Indo-Greek noble hoplite. It is true that the Baktrian Agema (classical hoplite) fights with a spear and a sword, but there was also a normal Indo-Greek hoplite that was in a phalanx. But the unit with the card/EDU stats I am refering to is the IndoGreek noble hoplites. The unit card shows them using a hoplite spear, so does the primary weapon stats for it in the edu. They didn't get a secondary weapon either.
For easier reference, this is the unit with a base 14 armor unupgraded.
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Re: Minor anomalies and nuisance
https://i187.photobucket.com/albums/...6-43-05-98.jpg
Balearic slingers? Shouldn't these little bastards have a proper Karthadastim name?
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AW: Minor anomalies and nuisance
I read in another thread that granaries are supposed to be destructable in 1.0. However, I (Carthago) can't. I could destroy a captured Greek Granary, but my own not. Lvl 1 Granaries however, I didn't build a big one yet.
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AW: Minor anomalies and nuisance
I have a strange problem in Bostra in my Saba campaign. After an seige from the Ptolies, which was lifted in a bloody fight my client ruler gave his life and from that Point on I couldn´t see anything in the area. It´s still my city, but looks like an enemy city. I can double click it and govern it, but I see only the fog of war around it. So I can´t lift the new seige of the city. I´m trieing to build a new typ of goverment there hoping the fog goes away, but I don´t konw if I´m gone see this day. :clown: :clown:
Has anyone had this problem before and can help me out?:help:
Thanks in advance.
I hope my english is not too bad. :oops:
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Re: Minor anomalies and nuisance
Granaries should be destructable. Since what makes them destructable or not is tied to the building tree not the individual buildings, I don't see why one level should be and another not.
The weird thing with the fog on one of your own cities is a RTW thing. Sometimes when a family member/general dies in a city the city looses all 'sight'. I think putting a new family member in it will make it work normal again, though it doesn't always work.
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Re: Minor anomalies and nuisance
This is a Vanilla bug. It is a very unfortunate one; and with your game, it apparently happens at a most inconvenient time.
However, next turn it should be 'back to normal' - it is nothing persistent from my experience; and isn't particularly harmful either.
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Re: Minor anomalies and nuisance
Hi thanks for your replies. But I played a few more turns and the foggy thing didn´t go away. I wouldn´t have mentioned it, if it wasn´t for some turns. I still hope it´s away after I build my lvl 2 goverment and can keep the city so far...
:dizzy2: :dizzy2:
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Re: Minor anomalies and nuisance
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Try toggling the FOW off then on, maybe ending a turn before turning it on. I can't say why it should work but no harm will come out of trying such a simple thing.
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Re: Minor anomalies and nuisance
I have just finished my EB1.0 Casse campaign - it rocks, here are some minor issues that I noticed.
1. Great Games building has a place-holder picture.
https://i238.photobucket.com/albums/...es-picture.jpg
2. Year in History for 222 has a cut-and-paste error.
https://i238.photobucket.com/albums/...story-typo.jpg
3. When I build Casse Watchtowers, only the foundation shows up on the map. Captured towers look fine. I haven't yet tried building any outside of Britannia.
https://i238.photobucket.com/albums/...wer-glitch.jpg
4. I have heard about the Arse Battle CTD, but I also get a repeatable CTD trying to assault nearby Mastia, I got around it by auto-resolving - is this a known problem?
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Re: Minor anomalies and nuisance
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Quote:
3. When I build Casse Watchtowers, only the foundation shows up on the map. Captured towers look fine. I haven't yet tried building any outside of Britannia.
AFAIK that's how "Barbarian" watchtowers look. I never build them (I turn off FOW) but whenever I capture a Barbarian territory, I find those foundation-only watchtowers in place.
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Re: Minor anomalies and nuisance
I can't comment on the other stuff, but there's a 1.0 permanent fix for the Arsé CTD in the sticky at the top of this thread.
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Re: Minor anomalies and nuisance
I have been guiding the Casse to world-domination in recent months, bringing the benefits of advanced beauty products to the unwashed masses of Western Europa.
When I came into possession of Ivernis in Hibernia, I noticed that they had developed this strange habit of putting white stone on their roads, leading to a large bill for sunglasses so that the Casse garrison could avoid the glare.
I thought the stone roads looked rather pretty, so I put my researchers to work to produce a Casse version of them, but try as they might, they were unsuccessful.
Now I do understand that some civilizations are considered too backward or disorganized to create stone roads, but it seems odd that the Hibernians can have them, but not the Casse. I have also seen some in Arverni territory at Vesontio. Well the Casse, Aedui and Arverni are all quite closely related and I would expect them to have access to the same technology. After all, I can build Oppida.
On the other hand, I am not aware of any Celtic stone roads in Britannia (of course the Romani could have relaid them and claimed the credit), so it was rather surprising to find them in southern Hibernia (but not northern Hibernia).
Can someone please clear this up for me - was southern Hibernia really a centre for advanced traffic management? (And did they get as far as inventing the contra-flow?)
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Re: Minor anomalies and nuisance
Celts built advanced roadways in Gaul, but nowhere else. So stone roads were given to Arverni and Aedui but not Casse. Unfortunately any city with Arverni or Aedui as the founding faction (which determines the culture of the rebel cities) can also build roads. This is what happened in Ireland, since the southern province is Arverni, IIRC.
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Re: Minor anomalies and nuisance
@MarcusAureliusAntoninus
Ah, I see. Thanks very much for clearing that up. I can see that modding must sometimes be a very frustrating experience when changes you want to make have undesirable side-effects.
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Re: Minor anomalies and nuisance
I am playing a Sauromatae campaign for the first time.
I guess it is a design decision, that watchtowers are extremely expensive (4000, never tried to actually build one, since money is low).
The screen for selecting a watchtower or Fort to build has no pictures for them.
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Re: Minor anomalies and nuisance
Thanks for the good advise to everybody. The toggle_fow thing didn´t cross my mind, cause I consider it cheating normally...
:yes: :yes:
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Re: Minor anomalies and nuisance
Quote:
Originally Posted by Theages
I am playing a Sauromatae campaign for the first time.
I guess it is a design decision, that watchtowers are extremely expensive (4000, never tried to actually build one, since money is low).
The screen for selecting a watchtower or Fort to build has no pictures for them.
I believe we changed the cost of watchtowers for 1.0?
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Re: Minor anomalies and nuisance
Quote:
Originally Posted by bovi
I believe we changed the cost of watchtowers for 1.0?
I also noticed that in 1.0 the Sauromatae watchtowers cost much more than the other faction's watchtowers! :book:
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Re: Minor anomalies and nuisance
Quote:
Originally Posted by Mediolanicus
I also noticed that in 1.0 the Sauromatae watchtowers cost much more than the other faction's watchtowers! :book:
Gah. I replaced all instances of watchtower_cost*2000 with 500, but of course doing that the one that was 4000 remained the same. Fixed now, thanks.
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Re: Minor anomalies and nuisance
For everyboy wondering where to change the value for watchtower cost for nomad factions (like Sauromatae), look at the file descr_cultures.txt in EB\data folder (at the end of the file).
Changing it from 4000 to 500 seems to be savegame compatible (no map.rwm rebuild necessary).
It would be nice to have a stickied thread where als those minor fixes would be listed (with restricted write access to prevent cluttering), since these minor changes don't seem to make it into the bug fix thread.
like:
the switched values for primary and secondary armor of all the african elephants
wrong upkeep cost for Komatai Epilektoi (168 instead of 768)
Normally the upkeep cost of a unit seems to be a quarter of the build-cost (except ships and siege engines). The following units don't follow that rule (by design or bug ?):
The Misteret Izrahim Tsorim (Poeni citizen militia and equivalent rebel unit) has a ratio 802 - 300 (should be 200 like Hopltai Haploi ?)
The Libyphoenician Cavalry has a ratio 2250 -810
The Anatolian Hillmen have a ratio 1149 - 209
The Druhtiz Skandzisku have 1233 - 354
The Chatti Clubmen have 1594 -507
the Agema Hippeon Hellenikon have 3629 - 805
the Polybian Principes have 1647 - 342
the Sarmatian Foot Archers have 939 - 188 (should be 235 like Mardian Archers or 188 for Mardian?)
the Subeshi Fistaegfataexsdzhytae have 939 - 188
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Re: Minor anomalies and nuisance
The Following is a list of small things i have noticed so far:
- a rebel unit in Italia had polybian Velites in about 270 BC;
- the map for Saba says that I have to conquer Eremos but as far as I know that is impossible and the victory conditions mention Dumatha which doesn't exist;
- I can't red the description for gens Octavia because a large part of the text is beyond the top of my screen. This also happens with other long descriptions;
- there is a small Seleukid army in Gherrhaia at the beginning. Why?
- I once sent a small army through the mountains (not the costal road) to Axum to see how strong it was (I didn't want to train a spy just for this). When it left it had 57 soldiers, and got back to Ptolemais-Theron with just 10 (and did not battle anyone). When I sent a large army led by a general through the same mountains I was surprised when he died for no apparent reason (the message just said "The Will of God"). When I separated him from the army (which was in a fort) I got a message about an earthquake in the same area (and he didn't die this time). So what happened?
- the messages for Saba all mention Cartage. Is this something that can't be changed or just work that will be finished later?
- when a family member or an agent dies from a natural disaster the message says "The Will of God". This seems out of place in the polytheistic world of that period. "The Will of the Gods" I think would be better.
- there is a message for the Ptolemaioi that is meant for the Romans (I forgot which message it was)
- the description for the Sergii has "notoriety" written "noto#riety"
- near Malta there is a tree growing from the sea :laugh4:
Sorry for the long post and hope it wasn't just a long post about nothing.
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Re: Minor anomalies and nuisance
Quote:
Originally Posted by julius_caesar_the_first
The Following is a list of small things i have noticed so far:
1 a rebel unit in Italia had polybian Velites in about 270 BC;
2 the map for Saba says that I have to conquer Eremos but as far as I know that is impossible and the victory conditions mention Dumatha which doesn't exist;
3 I can't red the description for gens Octavia because a large part of the text is beyond the top of my screen. This also happens with other long descriptions;
4 there is a small Seleukid army in Gherrhaia at the beginning. Why?
5 I once sent a small army through the mountains (not the costal road) to Axum to see how strong it was (I didn't want to train a spy just for this). When it left it had 57 soldiers, and got back to Ptolemais-Theron with just 10 (and did not battle anyone). When I sent a large army led by a general through the same mountains I was surprised when he died for no apparent reason (the message just said "The Will of God"). When I separated him from the army (which was in a fort) I got a message about an earthquake in the same area (and he didn't die this time). So what happened?
6 the messages for Saba all mention Cartage. Is this something that can't be changed or just work that will be finished later?
7 when a family member or an agent dies from a natural disaster the message says "The Will of God". This seems out of place in the polytheistic world of that period. "The Will of the Gods" I think would be better.
8 there is a message for the Ptolemaioi that is meant for the Romans (I forgot which message it was)
9 the description for the Sergii has "notoriety" written "noto#riety"
10 near Malta there is a tree growing from the sea :laugh4:
Sorry for the long post and hope it wasn't just a long post about nothing.
1- Rebels can't be decided by era. Velites were added so that rebellions in mid to late game would look better.
2- The ingame map probably hasn't been changed yet. I think it will work without it...
3- This is an RTW thing that is really annoying and can't be fixed in any way other than shortening descriptions. This is the reason Year Events were moved from just traits to popup messages.
4- Before the autospy thing, this was done so that the Seleukid AI would see the town exsisted and would give them to option to expand there.
5- :shrug: Probably a series of disasters. You don't always get the disaster popup if it is in an enemy territory, but you'll usually get it when you have men there.
6- Finished later...
7- Good point, but that comes from original RTW...
10- Yeah, that is something RTW does when you try to place trees near a coast. The trees could be removed, but then it would give the impression that Malta is just a rock...
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Re: Minor anomalies and nuisance
Thank you for the answers.
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Re: Minor anomalies and nuisance
I noticed this little inconsistency while playing as Macedon.
I think it's the same for all Successor factions.
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Re: Minor anomalies and nuisance
Asklepeios is wrong, Asklepieios is correct. FYI:
1) Asklap' (a short)
2) Asklapios
3) Asklepieios
4) Asklepios.
And there are about another 10 deratives from those 4.
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Re: Minor anomalies and nuisance
Ok, thank you for answering! I was just wondering.
Makes sense all those different spellings in a society where there were no institutionalized rules for writing, I suppose.
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AW: Minor anomalies and nuisance
I was fighting a battle in the province of Aemilia (Bononia), just south of the city. And what caught my eyes?
https://img186.imageshack.us/img186/...z10indegr7.jpg
https://img186.imageshack.us/img186/...z10sdlicy1.jpg
You forgot the new super-beautyful resized trees there. At least I know it for the city-area itself and the area just south.
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Re: AW: Minor anomalies and nuisance
https://i43.photobucket.com/albums/e...ros_G/0003.jpg
26th year of the Pontic dynasteia...
Some problem as posted above for 222BC
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Re: Minor anomalies and nuisance
Howdy y'all,
Im having the same problem as the fellows who posted the pictures of the Equites Campanici with their lances that extend into space....but im also getting it with the Hetairoi Aspidophoroi.Also,each time i charge with one of these units my comp crashes,not to the desktop but the screen turns blue and then my comp reboots....just wondering if there was a fix for this.
Another small thing i noticed was the horse blankets of the Hippeis Thessalikoi,when you recruit them in Thessaly and engage in battle the blankets are those of the mercs(brown)and not the red ones with the gold embroidery.
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AW: Minor anomalies and nuisance
My Equites Campanici don't have a lance, they charge with swords!
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AW: Minor anomalies and nuisance
Please, do you have an idea about the trees? Because on the tile southeast of the city, the trees are normal, and so look the trees in the distance towards Bononia. But when you are in Bononia, or just straight south, they are ugly and tall.:no:
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Re: Minor anomalies and nuisance
maybe a vanilla bug: a unreported sea disaster has affected ALL my ship regardless of where they were, and after that the movement points of all ships seems to be reduced at about 50%
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Re: Minor anomalies and nuisance
Not a bug. It's how the disaster works: a disaster strikes a province/region as a whole, not a particular area within it. Therefore everything inside the region suffers, with forces in settlements suffering less than forces outside.
Since the Sea is an ordinary region regarding disasters, all standing armies (aka fleets) suffer from disasters. Not just yours: the pirates, the other AI's as well.
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Re: Minor anomalies and nuisance
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Sounds like the vanilla flood bug.
Tellos was faster.
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AW: Minor anomalies and nuisance
I found another region with the wrong trees. It's region 90 Volcallra, position 60,143.
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Re: AW: Minor anomalies and nuisance
Well, what I suggest is not a bug, but rather a "nuisance" that IMHO should be fixed.
I found that Carthaginian city Lilybaeo (Lilybaion, Lilybaeum) in Sicily has at the start jus a wooden wall (or even a palisade only?) - which for me is wrong. Lilybaeo was at the time one of the strongest fortresses and for example Pyrrhos was unable to capture it while conquering the rest of Carthaginian Sicily, as well as the Romans had to besiege the fortress for long time before they finally got it - and AFAIK they got the fortress with the whole Sicily in peace treaty, not as a result of succesful siege or assault...
Lilybaeo represents a whole bunch of Carthaginian cities there, including Agrigento, which was also nice fstronghold and war harbor... so I suggest to make Lilybaeo stronger by adding it stone walls - that would make it harder to be captured.
EDIT: question moved from another thread:
BTW: why there are no higher levels of smiths? (i.e. Armourer and Foundry). I personally like very much these silver and gold weapons... :D and I added that to my own EB, yet having them very expensive and not so very available (Armourer 12800, counstruction 12 turns; Foundry some 24000, construction another 16 turns, requires Curia and Paved roads), and also made description for export_buildings (so far only in Polish, yet I can translate it into English if someone would be interested :D )
Also I wasn't sure whether the Epic stone walls are available to be constructed - yet judging from the roster, they aren't, so I also made them available => I personally like very much these enormous constructions that my brave soldiers would storm with no mercy for defenders...
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Re: Minor anomalies and nuisance
Quote:
Originally Posted by Mediolanicus
Quote:
Originally Posted by Tellos Athenaios
Contaminatie is the Dutch name of a particular figure of speech. The one which is about confusing two expressions and mixing them together to a new but wrong version.
I'm quite sure the english word is "contamination"
But then you still have to know what that certain figure of speech exactly means.
(De vertaling van bv. de stijlfiguur Zeugma zou al wat moeilijker liggen...)
While contamination might be a more literal translation of "contaminatie," I believe that a better English translation of the meaning would be "Irish bull".
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Re: Minor anomalies and nuisance
Irish Bull? Well... that's a prosaic name.
But looking at the examples in a wikipedia article about irish bull, I think you are indeed spot on!
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Re: Minor anomalies and nuisance
Two problems to report:
1. My admiral's stars don't show up during a battle. I'm not sure if they count in the battle or not. Maybe they don't appear but are taken into acount by the AI. (i doubt it matters but the campaign is with Epeiros)
2. If I kill all the family members of a faction that has more than one province on the battle map the game crashes when loading the campaign map. It is not a real problem since I solved it just by letting the AI fight the battle.
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AW: Minor anomalies and nuisance
Some Qarthadastim issues:
1. Balearic Light Infantry doesn't have a Phoenician name.
2. Balearic Slingers don't have a Phoenician name.
3. The Carthaginian Lvl 3 Government, "New Colony", doesn't have a Phoenician name.
4. The building "Ocheteia Haple (Simple Drainage)" has obviously no Phoenician name.
5. All the barracks iirc don't have a Phoenician name.
6. The Lvl 5 Temple to Baal-Hammon iirc (the one in Kart-Hadast itself) doesn't have an English name.
7. The Lvl 1 and Lvl 2 School have both the same Phoenician name, "Beit Seper Katan" I think, although the English description says "Small" and "Middle" Academy.
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Re: AW: Minor anomalies and nuisance
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Quote:
2. Balearic Slingers don't have a Phoenician name.
Nor do they a Lusotannan.
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AW: Minor anomalies and nuisance
I found out that with a Lvl 3 regional barracks I could recruit Equites Romani in Arretium (and Roma too iirc) as Qarthadastim. Is that intended? These Riders were made up from the Roman nobility, I don't think they would go to war in service of an occupying faction!? And they have been executed by mighty Hiempsal, I might add. ~:confused:
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Re: Minor anomalies and nuisance
Meh, the Romans weren't really that careful about whom they served as long as they got their money. In any case the unit (along with a few others) is there to close a recruitment hole; you will for instance notice the fact that between Capua and Segesta there is hardly anything else to find...
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AW: Minor anomalies and nuisance
I have thought these were almost Senatores? Pillars of the Republic? I will restrict myself though...:laugh4:
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AW: Minor anomalies and nuisance
I knew that I knew it. :2thumbsup:
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Re: AW: Minor anomalies and nuisance
I had a screenshot ready, but I accidentially deteled it...
In my Macedon campain a client ruler just received the retinue "Priest of Ares" (in Greek), but the description is talking about Asklepios...
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Re: Minor anomalies and nuisance
as the Recruitement Viewer shows, any non celtic faction can recruit Gaeroas (Celtic Spearmen), but not Gaelaiche (Celtic Spearmen...again). On the other hand celtic faction can recruit Gaelaiche but not Gaeroas. This creates odd situations where, for example, as Roman you can recruit loads of good quality spearmen in northern Italy, Massalia and even much of central europe and southern britain, but not in transalpine gaul itself, and this could be a big problems; and as Aedui you are limited to levy spearmen in Mediolanum. Is this intended for reasons unknown to me or a bug?
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Re: AW: Minor anomalies and nuisance
Quote:
Originally Posted by Centurio Nixalsverdrus
I found out that with a Lvl 3 regional barracks I could recruit Equites Romani in Arretium (and Roma too iirc) as Qarthadastim. Is that intended? These Riders were made up from the Roman nobility, I don't think they would go to war in service of an occupying faction!?
I guess they don't just represent Roman nobility, but also the nobility of other Latin cities. Also, although the Romans were in general very nationalistic, I think the nationalism would get somewhat less after Rome was comprehensively defeated and subjugated by a foreign power. After a decade of your rule, the less staunch members of the nobility would probably be willing to serve under you if that provided a way for them to get ahead.
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Re: AW: Minor anomalies and nuisance
https://i43.photobucket.com/albums/e...s_G/0000-2.jpg
"The Macedonian soldiers IS persuaded to abandon their garrison."
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Re: AW: Minor anomalies and nuisance
Might just be my graphics card but I got two non sensical polygons for the image of a broken barbarian stone wall gateway
https://img146.imageshack.us/img146/3621/whatax2.png
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AW: Minor anomalies and nuisance
Almost forgot the following:
- the lvl 2 industrial agriculture for Carthage has no appropiate big description image, but a vanilla barrack's instead
- same goes for great medical academy (lvl 2)
- the lvl 3 industrial agriculture (Carthage) has the same big description image as the kleroi. I don't know if it's intended though.
- Epilektoi Hoplitai I think have a vanilla peasant unit card if they are Eleutheroi