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Thread: v 0.81 bugs

  1. #181
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by MarcusAureliusAntoninus
    Because grain that is grown in that settlement is being stored not sold.
    And the settlement is probably importing it from the outside if the local harvest is not enough, adding some expenses.

  2. #182

    Default Re: v 0.81 bugs

    Quote Originally Posted by MarcusAureliusAntoninus
    Because grain that is grown in that settlement is being stored not sold.
    Oh yeah!

  3. #183
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: Re: v 0.81 bugs

    Quote Originally Posted by Thaatu
    And the settlement is probably importing it from the outside if the local harvest is not enough, adding some expenses.
    If the grain can't be stored, because of a non-existant granary, they would have to import much more grain, imho.

    I always wondered if a farming upgrade like Georgia Polyphoros (sp?) also adds to your farming income.

    And where are the bonuses from Ousidions and Kleroi listed? Under farming income or trade income?

  4. #184
    Member Member Thaatu's Avatar
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    Default Re: AW: Re: v 0.81 bugs

    From my understanding, increase in farming level gives +0.5% growth and an increase in farming income.

  5. #185

    Default Re: v 0.81 bugs

    Quote Originally Posted by MarcusAureliusAntoninus
    Also, high end granaries give negative trade bonuses. Any effect on trade will read as a positive bonus in game, but it is and is supposed to be a negative bonus.
    I should have paid closer attention to my trade income... And granaries are indestructible, too.

    Might I suggest, in addition to fixing the building description, that the cost be greatly reduced? I can hardly imagine any situation where I'd find the high end granary worthwhile now that I know what it does - it effectively costs 8000+X/turn, where X varies from a few tens of mnai to over a hundred, depending on the city. Over several hundred turns, that's an enormous price to pay for +0.5% growth. A construction cost of 1000, maybe up to 2000, would make it a more interesting trade-off, in my opinion.

  6. #186

    Default Re: v 0.81 bugs

    Quote Originally Posted by jhhowell
    I should have paid closer attention to my trade income... And granaries are indestructible, too.

    Might I suggest, in addition to fixing the building description, that the cost be greatly reduced? I can hardly imagine any situation where I'd find the high end granary worthwhile now that I know what it does - it effectively costs 8000+X/turn, where X varies from a few tens of mnai to over a hundred, depending on the city. Over several hundred turns, that's an enormous price to pay for +0.5% growth. A construction cost of 1000, maybe up to 2000, would make it a more interesting trade-off, in my opinion.
    Apparently, Kingdoms is going to have a moddable Famine disaster, and so if EB2 uses that, I suppose you'll need Granaries then.

  7. #187
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by jhhowell
    Might I suggest, in addition to fixing the building description, that the cost be greatly reduced? I can hardly imagine any situation where I'd find the high end granary worthwhile now that I know what it does - it effectively costs 8000+X/turn, where X varies from a few tens of mnai to over a hundred, depending on the city. Over several hundred turns, that's an enormous price to pay for +0.5% growth. A construction cost of 1000, maybe up to 2000, would make it a more interesting trade-off, in my opinion.
    The build cost is 6400 mnai and the 0.5% growth gives its own in tax revenues. The trade penalty depends largely on the settlement as a city like Alexandria would probably get (with all the highest trade buildings) something like a 100 mnai penalty, while an inland settlement with bad roads would get a penalty of maybe 5. It would be great if the silos were destructable.

  8. #188
    Member Member Roy1991's Avatar
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    Default Re: v 0.81 bugs

    Not sure if this has already been mentioned - don't have time to read through 7 pages right now.

    Lusitanian generals still have the vanilla skin. (the same as the vanilla Briton general's skin)

  9. #189
    War Lord Member Kepper's Avatar
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    Default Re: v 0.81 bugs

    I have star a new campaign it Potus and i have found the government buildings most by bug.
    Nomos Basilikos Pontikos:
    Public order bonus 10%
    Moral bonus to troops +1
    Population growt bonus -1%

    Satrapeia Persike:
    Public order bonus 5%
    Moral bonus to troops +1
    Population growt bonus -5%

    Satrapeia Philellenike:
    Public order bonus 5%
    Experience Bonus to troosps +1
    Increase in tradeabel goods
    Public order bonus -5%

    Nomos Symmachos:
    Increase in tradeabel goods
    Experience Bonus to troosps +1
    Moral bonus to troops +-1
    Public order bonus -10%

  10. #190

    Default Re: v 0.81 bugs

    I recently noticed that the elephant upgrade bug is still present in EB (I originally saw it in a vanilla Seleucid campaign some time ago). Not sure there's anything to be done about it though.

    The bug in question is that sometimes elephants get impossible upgrades. I saw a unit of Ptolemaic elephants with a gold weapon upgrade, then my spy flipped Meroe to rebels and the new garrison included three elephant units with bronze weapon upgrades and silver armor upgrades.

  11. #191
    EBII Mod Leader Member Foot's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by jhhowell
    I recently noticed that the elephant upgrade bug is still present in EB (I originally saw it in a vanilla Seleucid campaign some time ago). Not sure there's anything to be done about it though.

    The bug in question is that sometimes elephants get impossible upgrades. I saw a unit of Ptolemaic elephants with a gold weapon upgrade, then my spy flipped Meroe to rebels and the new garrison included three elephant units with bronze weapon upgrades and silver armor upgrades.
    Spawned units get randomly assigned weapon and armour upgrades, its not a bug its part of the game and we cannot change it.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  12. #192

    Default Re: v 0.81 bugs

    Komatai Hippeis have a spear for their secondary weapon but the description says it should be a falx...
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  13. #193

    Default Re: v 0.81 bugs

    This may already have been brought up, and if it has I sincerely apologize, but I notice the UI card for Punic Citizen Levies is missing for the eleutheroi.
    Currently Playing as:

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  14. #194
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    One of the Getai units have the wrong description all together. Is that the Hippeis?

    The missing card for the Carth rebels was noticed in the bug testing no too long ago. I think it was noted and maybe fixed...


  15. #195
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: v 0.81 bugs

    The following shot was taken just east of Veldideno, Raetia. The town itself has to be up on top of the rock I guess:

  16. #196

    Default Re: v 0.81 bugs

    Triarii do not have a secondary weapon even though they are shown as wearing a gladius...
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  17. #197
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Spear units were having trouble using their spears when they had swords. (A spear unit would keep using swords and never use their spear.) In the end, a good many units had their sword secondary weapon removed so that they would be forced to weild their spears.


  18. #198

    Default Re: v 0.81 bugs

    I think there's a little bug in the 'Summer campaigning restricted' trait. I recently had a character in southern Spain have restrictions, which I thought was normal, but when he moved to central Gaul a few years later, he still got the summer campaigning restricted trait (in addition to the winter restrictions). Made him a bit of an immobile guy, year round.

  19. #199
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Have him end a turn in a town.


  20. #200

    Default Re: v 0.81 bugs

    Quote Originally Posted by MarcusAureliusAntoninus
    Have him end a turn in a town.
    Nope, doesn't work.

  21. #201

    Default Re: v 0.81 bugs

    I took a look at that town, and although it is high up on a ridge, it looks nothing like that screenshot from what I can see. Maybe there is something weird going on from that direction. You'd have to specify the exact cursor coordinates so we could figure out where it is.

  22. #202
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: v 0.81 bugs

    Yes Sir, it was the next tile to the right of the town.

  23. #203

    Default Re: v 0.81 bugs

    Hmm... If you coud do the following: have your cursor on the spot in the campaign map; press the <~> key; type
    show_cursorstat
    press <enter> and see what the actual coordinates are?
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  24. #204
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: v 0.81 bugs

    The coordinates are as follows: 90, 160.

  25. #205

    Default Re: v 0.81 bugs

    Numidian Skirmishers have an armor rating of 2 but are shown as only wearing a tunic. Leves also have only a tunic but have an armor rating of 1.
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  26. #206
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Every piece of armor and what it is made out of effects armor. The Numidians must have bracers, or better shoes or something. Either that or their tunic is made out of leather in stead of cloth...


  27. #207

    Default Re: v 0.81 bugs

    Quote Originally Posted by MarcusAureliusAntoninus
    Every piece of armor and what it is made out of effects armor. The Numidians must have bracers, or better shoes or something. Either that or their tunic is made out of leather in stead of cloth...
    Whoops...nevermind. The Numidians I was looking at had had an armor upgrade.

    What's the reason behind giving armor values to clothing and shoes? Doesn't this mean that units that only have clothes are able to get an armor upgrade? EB is the only mod that I've seen that does that. Is it to make the battles longer? I guess it balances out if its done consistently...
    Last edited by mcantu; 07-22-2007 at 14:16.
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  28. #208

    Default Re: v 0.81 bugs

    For one thing: you prevent every missile that hits the mark from killing a soldier immediately... ?
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  29. #209
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    A few with pics!

    Molossian Roman? Notice his name, meaning he wasn't bribed or anything. A bug or just highly improbable?

    Probably a really old one, but anyway.
    Last edited by Thaatu; 07-25-2007 at 18:30.

  30. #210
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by Thaatu
    A few with pics!

    Molossian Roman? Notice his name, meaning he wasn't bribed or anything. A bug or just highly improbable?

    Probably a really old one, but anyway.
    His father may have been bribed. He kept the culture trait but was given a full Roman name on birth.

    I think the next one has been fixed.


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