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  1. #1

    Default Colonist Availability

    Hello, I'm not sure if this is a bug or if I've just missed something down the line but I've just upgraded from 2.05 to 2.06, right? I played a little campaign as Rome, colonists arrive for the first time on turn twenty one and then every sixteen turns after, just like old times. Then I start a campaign as Carthage, get colonists on the first turn, all is well. But now it's turn 33 and I haven't had any more, anyone know why? Have I missed a change on one of the versions between 2.05 and 2.06, or is it some kind of bug?

    Cheers.

  2. #2

    Default Re: Colonist Availability

    Frodge,

    The requirement is based on the number of carthage_council buildings you have. These are called "Council Administration" in game. Every Spring, the game increments a 4 year cycle counter. When that counter is on the first year, it declares that it is an Olympic year. When it is the Spring of an Olympic Year, the script counts up your Council Administration buildings. The game starts in Spring of 272, right? So your next chance should be turn 17, and the one after that turn 33. You mentioned it's 33, so you should have had those options by now. You didn't happen to remove your Council Administration buildings, or lose the cities they were in, did you?

  3. #3

    Default Re: Colonist Availability

    Quote Originally Posted by myarta View Post
    Frodge,

    The requirement is based on the number of carthage_council buildings you have. These are called "Council Administration" in game. Every Spring, the game increments a 4 year cycle counter. When that counter is on the first year, it declares that it is an Olympic year. When it is the Spring of an Olympic Year, the script counts up your Council Administration buildings. The game starts in Spring of 272, right? So your next chance should be turn 17, and the one after that turn 33. You mentioned it's 33, so you should have had those options by now. You didn't happen to remove your Council Administration buildings, or lose the cities they were in, did you?
    Oh I know man, don't worry this isn't my first Carthage campaign . The council administration building is still present in Kart-Hadast from the start of the game, and I still control that city.

  4. #4

    Default Re: Colonist Availability

    Have you tried turning it on and off?

    Sorry, I don't play Carthage so I don't know what might have changed recently. I was just going through the basics of the script. I can recite the requirements OTHER than having the script say you're eligible for another building, but you may well already know those, too, so it would be condescending to do so. If they changed recently, a bug might have gotten introduced there.

  5. #5

    Default Re: Colonist Availability

    Quote Originally Posted by myarta View Post
    Have you tried turning it on and off?

    Sorry, I don't play Carthage so I don't know what might have changed recently. I was just going through the basics of the script. I can recite the requirements OTHER than having the script say you're eligible for another building, but you may well already know those, too, so it would be condescending to do so. If they changed recently, a bug might have gotten introduced there.
    No I haven't but I was considering it. I do know the colonist requirement was removed from the Trade Outpost building in 2.06, so that might have something to do with it. Other than that I have no idea.

  6. #6
    Civis
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    Default Re: Colonist Availability

    Carthage - 2.06 - H/M

    I'm turn 101 and I have the same problem as Frodge. I don't get the message from the advisor telling me that colonists are available. I wasn't really paying attention so I don't remember if it stopped turn 33 or after, but it's been a long time now. And I precise right away that I have both the Council administration in Carthage and the required buildings in the settlements (market, forum...).

  7. #7
    Civis
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    Default Re: Colonist Availability

    Erratum : And I precise right away that I have both the Council administration in Carthage and the required level of farming and level of culture.

    I don't know if it means something but I also had some problems around the turn 80 : several times when I clicked on "close the scroll", the game didn't answer. The music was still going on, but I couldn't click on anything.

  8. #8

    Default Re: Colonist Availability

    More important than the advisor popup - is it on your building options? You no longer need it for the initial colony building, but do to establish or upgrade settler colonies.

  9. #9

    Default Re: Colonist Availability

    Quote Originally Posted by QuintusSertorius View Post
    More important than the advisor popup - is it on your building options? You no longer need it for the initial colony building, but do to establish or upgrade settler colonies.
    No, no building options become available when they should, as they did on the first turn of the game.

  10. #10
    Civis
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    Default Re: Colonist Availability

    Same, no building options.

  11. #11

    Default Re: Colonist Availability

    Looking into this.

  12. #12

    Default Re: Colonist Availability

    You no longer need colonist to build prec,






    but you are still charged for it.

    You guys are in "colonist" debt.

  13. #13

    Default Re: Colonist Availability

    There was a problem with the "Olympic year" counter which is now fixed.

    Quote Originally Posted by QWE_asd View Post
    You no longer need colonist to build prec,

    but you are still charged for it.

    You guys are in "colonist" debt.
    This is a good point - checking the script the precursor still costs a colony-point - will remove.

  14. #14

    Default Re: Colonist Availability

    Huh, I'm curious what the bug with the Olympic Year was. I looked it over carefully for this thread and didn't spot the problem.

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