Results 1 to 30 of 241

Thread: v 0.81 bugs

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    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.

  2. #2

    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.

  3. #3
    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.


  4. #4

    Default Re: v 0.81 bugs

    Quote Originally Posted by MarcusAureliusAntoninus
    High end granaries give negative trade bonuses.
    Er...why?

  5. #5
    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

    Because grain that is grown in that settlement is being stored not sold.


  6. #6
    Member Member Thaatu's Avatar
    Join Date
    Oct 2006
    Location
    Finland
    Posts
    1,117

    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.

  7. #7
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
    Join Date
    Jan 2007
    Location
    Γερμανια Ελευθερα
    Posts
    2,321

    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?

  8. #8

    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!

  9. #9

    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.

  10. #10

    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.

  11. #11
    Member Member Thaatu's Avatar
    Join Date
    Oct 2006
    Location
    Finland
    Posts
    1,117

    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.

  12. #12
    Member Member Roy1991's Avatar
    Join Date
    Apr 2006
    Location
    The Netherlands
    Posts
    228

    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)

  13. #13
    War Lord Member Kepper's Avatar
    Join Date
    Mar 2006
    Location
    Portugal /Algarve/Olhão
    Posts
    272

    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%

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