Results 1 to 30 of 241

Thread: v 0.81 bugs

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member Thaatu's Avatar
    Join Date
    Oct 2006
    Location
    Finland
    Posts
    1,117

    Default Re: v 0.81 bugs

    Quote Originally Posted by BozosLiveHere
    Weird, the trait is pretty rare unless you get a jeweler ancillary. Is this the case?
    No, I believe. I haven't seen such ancillary. I'm still hanging out in the steppes and haven't taken any "civilized" settlements, so the traits can't be of that origin.

    Another bug, which I believe has been mentioned before: The Saka great altar of fun (I don't remember the name, but if I would, I still couldn't spell it) gives a +21 morale bonus. Now I'm a little torn weather I should build it or not...

    Edit: The forager trait isn't working, is it? It says in its description that pillaging tiles gives you some sweet cash...
    Last edited by Thaatu; 05-21-2007 at 06:01.

  2. #2
    A pipe smoker Member MiniMe's Avatar
    Join Date
    Dec 2006
    Location
    Moscow, Russia
    Posts
    453

    Default Re: v 0.81 bugs

    Eb081a.v2 edu small bug:
    Illyrioi Thorakitai (Illyrian Heavy Spearmen) amount is once again 100 instead of 80.


  3. #3
    EB Traitor Member BozosLiveHere's Avatar
    Join Date
    Jan 2006
    Location
    Uqbar, Tlön
    Posts
    3,662

    Default Re: v 0.81 bugs

    Quote Originally Posted by Thaatu
    No, I believe. I haven't seen such ancillary. I'm still hanging out in the steppes and haven't taken any "civilized" settlements, so the traits can't be of that origin.


    Edit: The forager trait isn't working, is it? It says in its description that pillaging tiles gives you some sweet cash...
    I'm at a loss about your problems with Aesthetic then. The chances of the trait being triggered for everything except jeweller are pretty slim (< 5%).

    You get 300 mnai for devastating a tile if you are Sweboz, Saka or Sauromatae.
    Last edited by BozosLiveHere; 05-22-2007 at 19:24.

  4. #4
    Member Member Thaatu's Avatar
    Join Date
    Oct 2006
    Location
    Finland
    Posts
    1,117

    Default Re: v 0.81 bugs

    Another suspected one for 0.81a: Some Ptolemaioi basic farms don't seem to give any benefits because the government types 2&3 already give farming_level 1.

  5. #5
    Closet Celtophile Member Redmeth's Avatar
    Join Date
    Mar 2007
    Location
    Bucharest, Romania
    Posts
    3,740

    Default Re: v 0.81 bugs

    Can't recruit Voinu as the Sauromatae in the designed provinces in Arkatreides' unit cards. They seem to be factionals for the Sauro as they appear on the website and on the unit cards.
    EDIT: I was wrong they are regionals but the problem is I can't set up an allied government in the 2 provinces.(Gelonus and Gordu-Neuriji)
    Last edited by Redmeth; 06-08-2007 at 06:39.

  6. #6

    Default Re: v 0.81 bugs

    Quote Originally Posted by Thaatu
    Another suspected one for 0.81a: Some Ptolemaioi basic farms don't seem to give any benefits because the government types 2&3 already give farming_level 1.
    Good point. They need removing from those govt buildings.

  7. #7
    War Lord Member Kepper's Avatar
    Join Date
    Mar 2006
    Location
    Portugal /Algarve/Olhão
    Posts
    272

    Default Re: v 0.81 bugs

    I don't if it is bug but in my correct campaign it Bactria i bin able to recruit
    Nizakahar Ayrudzi (Armenian Skirmisher Cavalry) in the some region around Bactria.

  8. #8

    Default Re: v 0.81 bugs

    A couple of minor Roman bugs:

    1) I believe the type I government needs to give a +10 happiness bonus to public order. Presently the untyped bonus does not take effect. I noticed that the type II description had one untyped +5 bonus and one +5 happiness bonus, so I suspect that this is a known issue that wasn't quite dealt with yet. Not a big deal, +10 is trivial at this stage in my campaign.

    As a semi-related point, the -1% growth on the type I govt. appears to count as a building bonus, so (a) I'm not completely sure it takes full effect, depending on the city, and (b) I have noticed that building a granary afterwards does not increase population growth, though it does allow you to build higher level granaries which do take effect. This sounds sort of like that Ptolemy govt./farm interaction posted earlier. But this may well be working as designed - high end granaries increase trade nicely, so it's perfectly worthwhile (in the long run) to go ahead and pay for a precursor building which does nothing by itself.

    2) There's something funny about Rome's port and/or overseas trade mechanics. I built the high-end port that allows six trade fleets. Ever since I began construction the little shaded icons have been there telling me that soon I will have a few hundred more trade income. The problem is that the port has been complete for ~20-some turns now, and I'm still not getting that income. Looking at the trade details screen Rome appears to have three incoming trade routes and three outgoing trade routes, the same as it had quite early in the campaign with a much smaller port.

    Come to think of it, Bononia also has some odd trade icons, though in this case they're perpetually in the flashing "you're about to lose this income" state. I have no idea why - at first I thought it was rebels (there were some of those annoying naked gauls hiding in some trees, it turned out) but that's been dealt with years ago. As long as I'm getting my money, I guess it doesn't really matter, though.

  9. #9
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: v 0.81 bugs

    Quote Originally Posted by jhhowell
    As a semi-related point, the -1% growth on the type I govt. appears to count as a building bonus, so (a) I'm not completely sure it takes full effect, depending on the city, and (b) I have noticed that building a granary afterwards does not increase population growth, though it does allow you to build higher level granaries which do take effect. This sounds sort of like that Ptolemy govt./farm interaction posted earlier. But this may well be working as designed - high end granaries increase trade nicely, so it's perfectly worthwhile (in the long run) to go ahead and pay for a precursor building which does nothing by itself.
    Happiness negatives can only cancel out bonuses. So if you have no buildings giving bonuses, the negatives do nothing. Once you build a building, then the original negatives will simply cancel out the new bonuses. This is just the way the game engine works.

    Also, high end granaries give negative trade bonuses. Any effect on trade will read as a possitive bonus in game, but it is and is supposed to be a negative bonuse. This is just the way the game engine works with these bonuses.


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO