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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?
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!
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.
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.
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!
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.
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.
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.
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.