Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The Ancient World at War
S-Man  [developer] Mar 12, 2021 @ 3:07pm
Bug Reports
Please leave a note on any bug, irregularity, or just poor mod design here.

Please remember that AWAW is in BETA status, so there are probably more than a few bugs lurking in the code. Really appreciate your help in forcing some of them out into the open.

Thanks!

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Work List for Hotfix 3:


Fixed Items:
- Removed all traces of the unused "Welcome" popup

- Removed Faith Purchase possibility for early Barb units (Archer, Axman, Horseman, Spearman, Swordsman, Warrior/Brute)

- Adjusted several building prerequisites to buildings that don't expire or are replaced - which prevented them from being built in many cases:
--> Arretine Workshop requires Potter (not Milesian Academy)
--> Gunpowder Mill requires Armory (not Alchemist)
--> Hortus Academicus requires University (not Apothecary)
--> Royal Chancery requires Civil Chancery (not Chancery)
--> Toll House requires Constabulary (not Bailiff)
--> Tool Smithy requires Barter Market (not Milesian Academy)

- Added counter-espionage capability to AWAW military buildings, similar to the Constabulary. Am researching if it's possible to use positive numbers for buildings that might make enemy spying easier (e.g. Forum, Coliseum, Dock, Harbor, etc.)
--> Palisades (-5%)
--> Campus Martius (-10%)
--> City Gates (-5%)
--> Ramparts (-5%)
--> Stronghold (-5%)
--> Bailiff (-5%)
--> Commissariat (-5%)
--> Bastion (-5%)




Remaining Errors/Things to Do:
- Add the unit namer script
- Add the "qualitied unit" promotion scheme

- Determine if other buildings should be added to this "OR" building resource requirement function in order to consume more resources

- Does the game code stop processing the encampment event once the goody bonus awards, and the rest isn't processed further (gold award, city state diplo bonus, etc.)?

- Why are Brute and Horseman units purchasable with Faith????

- Check obsolete improvements so that the build action doesn't appear - again!!! Pay close attention to Cairns







- Add an counter-espionage to some of the new military buildings

- Add an obsolete tech to Barb Archers (UNIT_BARBARIAN_ARCHER, TECH_CHIVALRY or TECH_GUNPOWDER)

- Add an obsolete tech to Barb Archers (UNIT_BARBARIAN_WARRIOR, TECH_CIVIL_SERVICE or TECH_GUNPOWDER)

- Add a Barb-only update of those units - remove the null override in a few later AWAW units?

- Latifundium/Plantation :
  • Add bonuses to Pantheon Beliefs, Social Policies, Technologies and Unique Abilities that add yields to one and not the other.

  • Splitting a bit the yields earned. For example the Plantation could give more Happiness and the Latifundium more Gold or Food, I'm not sure.

  • One destroys the woods/jungles on the tile but not the other


- Find out why you can't replace a Plantation with a Latifundium (and is the opposite true?)

- Add a listener that will spawn a barb unit as soon as an encampment is completed/spawned -2 if "Raging Barbs" is selected

- For Inns, et al: adjust the CityCanConstruct event listener to check each city constructing the building already, then adjust the counts of prereq resources (notionally, in a separate table) and allow the new Inn to be selected for building/buying only if there are some resources still available.

- Change the “PROMOTION_OCEAN_IMPASSABLE” promotion on many ships to “PROMOTION_OCEAN_IMPASSABLE_UNTIL_ASTRONOMY” – only the ones that should be ocean ready

- Add an enhanced “hurry production” to the Settler unit?

- The Dromon and Cog are available @ Lateen Sails but require a Harbor which isn't available till Compass. The problem is in the meantime you can't build any sort of warship.

- To cut down on the number of buildings perhaps have Stoneworks and Stonemasons require a local source of stone?

- Most Encampments are also Ancient Ruins. Sometimes I would prefer the 25 Gold, especially in the early game.

- Add the following buildings:
---> Circus: +2 Happiness, +1 gold (In: Apprenticeships, Out: Ecology)
---> Elephant Sanctuary: +2 Culture, +1 Happiness, +1% GA length, +1 Science Specialist

- Change Commissariat to yield +2 Gunpowder, not +1

- Raise incident of Sulfur map spawn from 50% of Lead spawn to 75%

- Raise building flavors for buildings that require Lead

- Split out AI vs. non-AI event functions from AWAW

- Test how 'obsolete' building work WRT generated resources

- Add "Super Scriptorum" (find a better, more historical name) that requires Cow/Horse/Sheep nearby but yields +3 Manuscripts. Change the normal Scriptorum to yield only 2 (or 1??? vice 3 now). Also, remove the nearby resource requirements for normal Scriptorum.

- New resource nearby requirements: Butcher, Bakery, Butchery, Livestock Pens, Miller, Smokehouse and Currier.

- Test Faith yields in the "AI free yield bonuses " function - make sure it isn't too high, or restrict it heavily in the early game (i.e. before all religions have been founded).

- Perhaps "periodic AI bonuses" should be tied to game speed? (e.g. 5 turns on Quick, 10 on Standard, 20 on Epic, and 30 on Marathon)

- Check the "caps" on AI awards. Limit impact of percentages on formulae

- Check at the end of GT 0, and if any CS settlers are alive, force them to build a city right where they are

- Can coastal cities make glass????





Remaining Errors - Probably Won't be Fixed:
- Clean up square well and latifunium models – HB stage – too bright; well uses the game's normal Lumbermill model; latifundium uses the Holy Site - really can't change that.
- Mounted Xbow units have same name in both AWAW and WAW (will change this in the main WAW by renaming that unit to something like "Mounted Scout")
Last edited by S-Man; May 10, 2021 @ 3:09pm
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Showing 1-15 of 57 comments
Kaela Mar 12, 2021 @ 5:36pm 
Ok, I will need to test that again with a new game without all the other mods ( currently using AWAW, WAW ( + modern structures, irregular units ), IGE and the monarchs ) but the renaissance and enlightement era seems to be represented as one single era on the tech tree
S-Man  [developer] Mar 13, 2021 @ 6:21am 
Thanks, @Kaele. I've checked out the mod combination you described, and have seen the error. The mod combo works correctly except when the Irregular Units mod is enabled. So, AWAW + WAW + IGE + Monarchs + Modern Terrain Improvements works fine.

I'll have to take a look at Irregular Units and see what is causing the error. I'm fairly certain is has something to do with that code not expecting changes to the WAW Era set up. Hopefully, that won't take too long to Hotfix, once I get to it.


EDIT: From looking at the error, it appears to be purely cosmetic, but not directly impacting game play? I reviewed all the database entries and they look like they're supposed to. Did you notice any bad behavior, especially regarding Irregular Units?
Last edited by S-Man; Mar 13, 2021 @ 6:37am
Kaela Mar 15, 2021 @ 3:05pm 
Quick follow up, I resolved the issue, i still had the issue after deactivating irregular unit, the problem came from because my game was setup in french, after setting it up to english thru steam, enlightement era, but also belle epoque, great war, ww2 and coldwar eras are showing as well instead of industrial modern and info era
S-Man  [developer] Mar 15, 2021 @ 3:36pm 
Hmmmm..... 😕 This is a very interesting development... I'll have to do some thinking about this.

Great catch! Thanks for the details.

Quick question: after setting the language to English, did you try to enable Irregular Units again? If so, did it look right? Thanks!
Gabraham Mar 17, 2021 @ 11:04am 
Hi, loving this mod so far, i just noticed that the war elephants are supposed to require war elephant strategic resources but they don't seem to consume any resource at all
S-Man  [developer] Mar 17, 2021 @ 12:22pm 
Thanks, @Gabraham. You're right! 🙄 Definitely a bug. Added it to my list of fixes. Great catch!
TheYellowPeril Mar 19, 2021 @ 10:26pm 
hey, I downloaded this mod and tried to activate it, but when I checked in the mod menu it said it was blocked by the WAW mods(I already had them activated for a different game).
I've noticed that for me at least the renaissance era on the tech tree goes on for way longer than it should, resulting in the subsequent eras being further ahead than they should. eg. atomic theory is in la belle epoque

This could be problematic for era-dependent game mechanics.

Cairo Citadel:
Rather than just giving new units built in this city the cover 1 promotion, it seems so have given just about every unit I have the cover 1 promotion lol.
Last edited by TopTierCuttingEdgeMLGPro; Mar 20, 2021 @ 3:19am
S-Man  [developer] Mar 20, 2021 @ 4:42am 
@TheYellowPeril - there is nothing in the WAW mods that could block this. The only "blocks" active in the entire AWAW family are the ones in the "End at ... Era" mods. They require that AWAW be enabled first.

The main WAW mod is a "reference" to AWAW, meaning it is completely optional to AWAW, but if it is enabled, then all of its database changes will be made before AWAW's

Try to reenable mods with AWAW first, and see how that helps. If you're still having the same problem, it's probably time to clear the game cache, then try again.
S-Man  [developer] Mar 20, 2021 @ 4:47am 
@TopTierCuttingEdgeMLGPro - I worked over a week during mod development in getting the "timing" right on the 4 game speeds. Since, AWAW adds a lot of tech, the old way of calculating the calendar entry at the top of the screen was way off. The entries now determining that date are based on the average of about 25+ test games for each game speed. So, what you're seeing is an average of all of those tests. Some games will move faster or slower than others. You'll see a lot of variety in subsequent games. The longer games run (in turns), the more small discrepancies are magnified towards the end game. There's only so much you can do, given how poorly the design works for this aspect from Civ5.

If you think about it - Atomic Theory is LBE is only about 15 years off...

I'll check into the Cairo Citadel promotion. That's definitely not working as intended! Good catch!
Schmason Mar 20, 2021 @ 3:58pm 
Hi S-Man,

Loving the mod so far! Really helping fulfill my dreams of playing out the Roman Republic/Empire - thanks for all the hard work!

A bug however. My game completely crashes after about 250 turns (around 1300 BC when playing in marathon mode). The only mods I've installed are AWAW and 'End at Classical Era' installed. I've cleared the cache, reinstalled the mods, tried a couple of different games etc. I can't see anything in the game logs that give a hint to what the bug is.

Let me know if there's any further information I can give you that helps.
yingcheng92 Mar 20, 2021 @ 11:48pm 
After researched Urbanism (Which is supposed to allow worker to remove jungles), workers were still not allowed to clear the jungle. To make worker remove the jungle, you need to get the bronze working tech.
Pentecontor and Bireme share the same icon in the game.
It is exceedingly rare for both players and Ai to train war elephants in the game. I know it is intentional that you put ivory and Khedda as prerequisites for war elephants, but these requirements make it extremely hard for players and AI to even try using one in the warfare. How about considering changing its requirements for an easier access to such unit (Remove Ivory as required resources?)
Should allow player to get at least one trade route after researched Urbanism.
Both AI and Players Got a great general, a Legatus Augusti, a Magnate and a Field Marshal at once after killing some enemies.
Gerousia does not have icon.
S-Man  [developer] Mar 21, 2021 @ 5:11am 
@Schmason - it's difficult to tell what's causing things like these. I generally set Auto-Save to every turn or two when playing for fun. When these kinds of crashes happen, you can usually go back to a saved game 5 to 10 turns earlier and sometimes bypass the crash. Sometimes you have to go back even further.

The only other thing I can think of is reviewing your log files. The instructions for that are here:

https://steamcommunity.com/workshop/filedetails/discussion/2422701461/6303323544995892681/

Sometimes, even a small note will show the instability. But, I have to admit, it's better to review logs that are capturing data from the game start to the point of crash.

When a game crashes, the first question you have to answer is the crashing happening on a consistent basis. If I go back to a saved game 2 turns before and run things the same way, does it crash at the same turn, and does it crash when the same Civ is active at the point of crash.

Usually, it's during the "barb" turn (which is really just the game engine doing end-of-turn tasks). If I'm auto-saving every turn, then I can load the game 2 turns before the crash, then using IGE to fully reveal the map, I can take a look at the offending civ, and try to see what they're doing - what their cities are producing, what kind of units do they have on the map, etc.

Much of the time, this won't work. Generally speaking, the best chance you have of finishing the game is to go back 10-20-30 turns in the past, and load an auto save from that. This isn't easy to do, and sometimes, there's just no determining why a game crashes.
S-Man  [developer] Mar 21, 2021 @ 6:07am 
@yingcheng92 - the error on clearing jungles is fixed - it's back with Bronze Working as it originally is in the game.

Good catch on the Pentecontor - I'll add that to the list of fixes

The War Elephant is a more difficult issue. Historically speaking, there were only a few places in the ancient world (Carthage, Persia, India) where these could be found. There was a lot of trading of these animals in the ancient world, but most of the globe did not have access to these beasts.

In the original plan, there was supposed to be a "Khedda-Lite" (I never got around to finding a name for the building). Building it would create a War Elephant resource. It did not require Ivory nearby, but did have a build limit of 2-4 per civ. In early testing, I noticed War Elephants were all over the map, even in the most northern climes. Just didn't seem right, based on how these units functioned historically, so I removed the building.

I also thought about making the Ivory luxury a prerequisite resource for the Khedda, and it wouldn't require nearby Ivory. The problem is, even on large maps, there are only a very small number of Ivory resources available during the game. This approach removes the geographical restriction, but doesn't impact the overall numbers of War Elephants at all. So, it only transformed the problem, but didn't do a thing to solve it.

Since so many people have commented on this, I'm reconsidering the Khedda-Lite, with a build limit of 2-4, so any civ could raise War Elephants that way, but also leave the current Khedda in the game. It still requires nearby Ivory, but would now create 4 War Elephants, instead of 2. May also change the nearby Ivory to consuming an Ivory luxury resource.

This approach would make raising War Elephant resources relatively easier, but for Civs blessed with nearby Ivory, they would have the opportunity to really exploit those resources.

Any thoughts on this?

The +1 trade route at Urbanism is already in the hotfix.

The hotfix changes how Field Marshals are spawned. They should no longer be spawned in the same process the game uses to spawn GG's. Originally, FM's were spawned by the "Events" system (which was split out from AWAW and will be published as a companion mod). But without the Events system to spawn them, I left them in the same process as the game's normal GG spawn process. This has created the situation you've seen where they all pop up in the oddest, most unpredictable manner possible.

The hotfix removes FM's from the spawn process, so hopefully you won't see them appear willy-nilly along with GG's. Currently, an FM unit will only spawn after a civ captures another civ's capital. There is still a limit of 3 of any FM-type unit.

I've also toyed with the idea that any time a GG spawns, there would be a small chance (~10%) that this unit would be converted to an FM, or appear at the capital at the same time.

Haven't fully finished with this, but hopefully the hotfix will finally fix this problem.

The Gerousia is a building provided by the Monarchs mod. It is definitely an error, but I'll have to fix that one a bit later.

Thanks for letting me know about these problems. Good report!

Will get them into the hotfix, but I'm still not sure when that can be published. For some reason, I'm not able to add mods or updates to Steam right now. Am working with their customer service, but it's a ridiculously slow process.
yingcheng92 Mar 22, 2021 @ 8:16am 
Hi Sman, I tried to search 'khedda' from civipedia, it did not show up, that might be a thing to note. Regarding the war elephants, I think the new approach is better, should give it a try. Keep up your good work, I am going to post more bugs (If any) and recommendations later on.
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