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While looking through other mods changelogs I noticed this entry in K-mod
Quote:'%' characters are now automatically removed when renaming a city. (City names with percentage signs can cause the game to crash.)
I will implement that fix at some later point, but until then please refrain from naming your cities with "%" in the name.
January 23rd, 2021, 10:42
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(January 5th, 2021, 09:06)Charriu Wrote: While looking through other mods changelogs I noticed this entry in K-mod
Quote:'%' characters are now automatically removed when renaming a city. (City names with percentage signs can cause the game to crash.)
I will implement that fix at some later point, but until then please refrain from naming your cities with "%" in the name. 
(December 25th, 2020, 16:51)Charriu Wrote: Civac found another bug related to decaying hammers. This is another bug present in the base BtS game. To trigger it you have to do the following.
1. Invest some hammers into something for example a warrior.
2. Build something else, but do not let it finish production. Meaning build something that takes long like the pyramids
3. Let all the hammers of the warrior decay.
4. Now stop the pyramids and start a new warrior. You can even throw the warrior out of the building queue and put it back in as long as you do this the same the warrior fully decayed.
5. Invest a turn of hammers into the warrior.
6. Start building something else again like a settler. Invest one turn into it.
7. Notice that the hammers into the warrior start decaying immediately and the game did not wait for 10 turns.
This is just a heads-up for everybody else and a reproduction step-by-step for me. I will see that I will fix this bug in future versions.
Both of these bugs are fixed in 2.0
January 23rd, 2021, 11:23
(This post was last modified: January 23rd, 2021, 12:18 by civac2.)
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There were also the bug causing slower hammer decay because the check for hammer decay is after production (and thus potentially after items are completed). And the bug that the game incorrectly calculates required population for whipping in certain situations when there modifiers present (forge, OR) and the exact amount of invested hammers to enable the whip is reached. Are those fixed as well?
January 23rd, 2021, 12:12
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January 23rd, 2021, 14:03
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The second is not fixed. I just tested it. An example is whipping a grocer with 15 hammers invested with forge and Organized Religion. The game demands 4pop. If you do pop4 whip the grocer will be at 195/150. The case with 25%/75% modifiers is even more borked. This is not academic. This issue crept up in PB55.
irrelevant PB55 info:
January 23rd, 2021, 14:14
(This post was last modified: January 23rd, 2021, 14:17 by Charriu.)
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Sorry, that you tested it. I had hoped that my post implies that this isn't fixed. I am aware of that problem, but it is harder to fix due to a lot of dependencies.
January 23rd, 2021, 14:17
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Ah, OK. I misunderstood you. If it's on your list it's fine.
February 25th, 2021, 09:27
(This post was last modified: February 25th, 2021, 09:28 by shade.)
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Hi Charriu, i downloaded the mod 3 days ago and it seems that the names of the new german and american UU are not correct. They are both named "Immigration Station" (the american UB) instead of "Riesengarde" and "Minuteman".
February 25th, 2021, 09:43
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So far the mod hasn't been translated to other languages.
February 25th, 2021, 11:02
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(February 25th, 2021, 09:43)Charriu Wrote: So far the mod hasn't been translated to other languages.
So that problem only occurs because i have the german version? The japanese UB is also named "immigration station". Just wanted it to mention since other german players will have that problem too in PB59.
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