Sid Meier's Civilization V

Sid Meier's Civilization V

Holo's Wolf and Merchant Empire (Spice and Wolf Civilization)
DarkScythe  [developer] 1 Dec, 2014 @ 11:59am
Bugs? Problems? Weirdness? Let me know!
Hey everyone,

I haven't seen any complaints of issues yet, but I do pride myself on providing clean, bug-free, and high-quality work, so if you see anything odd or somethign doesn't quite work, or if you think you see a bug, let me know with a quick post here!

As far as I can tell, there are currently no major bugs (the beta has quashed most all of them already) but invariably, there may be something my volunteers and I may miss.

If anyone has trouble getting this Civ working properly, let me know and I will do my best to assist.

Thanks!
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Showing 1-15 of 31 comments
DarkScythe  [developer] 1 Dec, 2014 @ 12:02pm 
Currently, there is one known bug: it is a minor, cosmetic issue with the Guild Merchant in the lategame. Since it was reported to me yesterday I have already worked out a fix for it, and it is awaiting beta testing.

Once it has cleared testing, it will be rolled into this public / stable build.
One thing I can tease is that in the process, I have updated the Guild Merchant by customizing the unit model for Holo's Guild Merchants, to differentiate them from your average Great Merchants.
Gloracle 1 Dec, 2014 @ 12:20pm 
I noticed when building the Apple Improvement on plains near freshwater it still wouldn't apply the bonus to food and gold. So far this has happened 100% of the time, despite after building 2 of the imrpovements I still get the Apple resource.
DarkScythe  [developer] 1 Dec, 2014 @ 12:23pm 
That shouldn't be happening - I've never experienced this, nor seen anyone else report this.

Do you have a screenshot available for me to look at?

Sanity checks: are the Orchards actually next to the source of water? (The game technically lets you build them away from fresh water, but you get nothing except 1 Gold then.) Also, are the Orchards being actively worked by a nearby City? (Must be within 3 tiles of a City.)
Gloracle 1 Dec, 2014 @ 12:38pm 
The Orchards are next to fresh water "Rivers" and are on the appropriate land type "Plains". It says when considering building it " +1 food, +3 Gold" but upon completion, the tile claims nothing has changed and gives the same resources from before.

Also, upon entering a new turn just now, The aples that should have been gained from having 2 eligible orchards are not appearing anywhere :x Will provide screenshot in a moment
Gloracle 1 Dec, 2014 @ 12:46pm 
DarkScythe  [developer] 1 Dec, 2014 @ 12:50pm 
Thanks for the screenshot!

If I'm seeing it correctly.. it looks like the Orchards are not yet finished? You may have moved the workers away before they finished constructing the Apple Orchard. When it's completed, there should be almost a full tile of trees (think of the Citrus or Cocoa plantations.) That screenshot looks like there are only a couple rows of Apple Trees.

Can you check with a worker that they are actually fully constructed? (They take a long time to build.)
Last edited by DarkScythe; 1 Dec, 2014 @ 12:50pm
Gloracle 1 Dec, 2014 @ 1:16pm 
Sorry for the delay. Upon checking with a worker, it says its been completed, yet I still have the option of building an Orchard for 3 turns rather then the 10 I saw before. Odd... Going to select the option and see what happens
DarkScythe  [developer] 1 Dec, 2014 @ 1:22pm 
If it says 3 turns, then that means it wasn't actually completed, I think.

The completed model should have many more trees, and once completed, the option to build another Orchard on top if it should disappear entirely. The game lets you replace an improvement with another one, but won't let you replace it with the same improvement.

I suspect what likely happened, judging by the pillaged Wine in the east, is that your workers were building the Orchard, and 7 turns in, Barbarians showed up, which caused the Workers to "panic" and stop working (asking you for orders, whether to keep working, or run away.)
Gloracle 1 Dec, 2014 @ 1:23pm 
Its now completed and working properly. Don't know why I had to re-complete it though, or if it wasn't completed in the first place what stopped it.
Gloracle 1 Dec, 2014 @ 1:23pm 
Could be it, thanks for the assistance gent
DarkScythe  [developer] 1 Dec, 2014 @ 1:24pm 
No problem, glad I could help you get that sorted out.

Do feel free to let me know if you run into anything else!
Wilson 2 Dec, 2014 @ 11:59am 
Hello, just want to confirm that is it only the building "Trade Guild Inn" which can provide us an extra trade route, please?

Because I found that the normal way to obtain trade route doesn't work, for instance, possessing technologies such as "Sailing" and "Banking", which both two are supporsed to give an extra trade route respectively.
DarkScythe  [developer] 2 Dec, 2014 @ 12:02pm 
Yes, Holo no longer gets the free trade routes from technologies such as Sailing and Engineering.

The only way to get trade routes as Holo is to build her UB's - The HQ gives 2, and every Trade Guild Branch / Hub / Inn gives 1 each.

Her Palace also gives 1 free trade route at the beginning of the game, and I put text describing the changes into the Palace description, but maybe it's not clear enough..

I will look into re-wording the Palace description.
Last edited by DarkScythe; 2 Dec, 2014 @ 12:07pm
Wilson 2 Dec, 2014 @ 12:07pm 
Thank you very much!!! I should have a look at the Palace description : ).
DarkScythe  [developer] 2 Dec, 2014 @ 12:09pm 
Please do, and let me know if it doesn't feel clear enough.

I wanted to remove the icons from her tech tree, but there's really no way to mod that screen short of just completely rewriting and replacing the TechTree file, which would cause it to conflict with other mods that also alter this file.
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