When a player in a simultaneous MP game ended his turn, and then starts to negotiate anything with another human player, nothing happens, till the next turn starts. In fact negotiation is apparently still turn-based. This should be fixed imho.
Posted by Robert Plomp on September 24, 2010, 18:25
Sometimes misleading informations concerning ranged attacks
(discuss this item)
If I try to attack a city from 2 tiles away with an archer/crossbowman via rightclick on the city, most of the times I see a path from my archer/CB to the city, so as if he wanted to attack the city in melee.
This can be very misleading, as sometimes the LOS to the target is blocked preventing shooting, which means that my unit will follow the calculated path instead of shooting.
However, as it is now, you are unable to dustinguish between both cases, which is why I would see it as a bug
Posted by Proteus_MST on September 26, 2010, 20:15
Got to Rocketry, started building Apollo. Built a bunch of Spaceship Factories but couldn't build parts, as Apollo had disappeared! Wonder no longer available in the build list. Anyone else have this problem?
I acquired a great general through combat, and then later, another through the warrior code social policy.
Only problem is, after I got the second great general, the first seems to have disappeared.
The first general survived the war in which he was created. He was not consumed in the creation of a citadel or golden age. It was a few turns after the creation of the second general that I realized the first had disappeared.
Not possible to change anything after ending turn! (MP)
(discuss this item)
When playing simultaneously, and you end a turn, the player who ends turn last has a major advantage! Because after ending the turn you can't change anything. Therefore it's better to not end your turn so that you can always anticipate your opponents. This leads to games in the end where nobody will end his turn, always waiting for the end of the turn timer. Not to mention of course the fact that it's annoying. What's wrong with making some tweats after ending the turn?
Posted by Robert Plomp on September 27, 2010, 10:04
Scorekeeping is faulty. There seems to be no adjustment based on difficulty and settings. Documentation and promotion stated that difficulty would tilt the score (as in previous games) but reality shows this is not the case.
I'm trying to get rid of open borders with Rome in my current game, but I can't find any evidence anywhere that I actually have the agreement with him. Under Deal History I have no current deals with him at all, and under the deal history the last entry I can find for open borders with him was turn 171, and it's turn 300 now. He has a guy parked on an oil resource I'd like to work in my territory, and has also become hostile to me, so I'd like to kick him out before war breaks out with his...
I have no idea how this happened (but I have a save), but I traded away some of my resources to the AI, and somehow I never got them back! The deal expired many turns ago, but I still can't use my resources or resell them. Most of the deals I received a lump sum of gold, but one I got gold per turn, and I'm still receiving that as well.
Help!
Allied CS units slow movement like enemy/non-allied units
(discuss this item)
Attacking an enemy from a CS that I'm allied with territory. It moves a worker next to my knight, now I can only move 1 tile at a time.
Shouldn't allied units be treated the same as my units when considering movement? We're allies, we should be able to attack alongside each other unhindered.
APPCRASH when launching the Civ 5 DirectX10/11 exe
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I ran a search on this without luck. I installed Steam & Civ 5 today and the DirectX 9 version loads, but I get an instant Application Crash when trying to run the DirectX 10/11 version. I have the latest version of DirectX 11, which I also reinstalled just to be sure the dlls were up to date.
It's early still, but has anyone else run into this problem or do you have suggestions? I have tried turning off the opening movie in the UserSettings.ini file but that didn't help. The crash details...
I am trying to trouble shoot a Civ V problem on my son's laptop. We haven't gotten it to run yet.
AMD 64x2 Mobile Tech TL60 processor w/ 2GB Ram & Win 7.
Steam verified. No problems there.
When we start Civ V through Steam, The Civ V window flashes for about a 1/10th second and it crashes.
Any ideas?
My Civ V crashes regularly - together with skype...
(Have to use skype all the time as of other MMO games I play so can't test this bug whitout skype...)
seems like there is a bug there.
gold per turn is for 45 turns and the iron (in my case) is for 20 turns.
since I trade them quite a bit, it seems like I get double the amount back.
currently at 760 iron..
and 7 turns ago I traded away all my iron at the time 443
I have what I believe is an infinte loop in a game in the industrial/modern era.
The turn is at 20 minutes and still running. ciV is not locked. It is grinding away with CPU usage from 25 to 35%.
Catherine's units have moved and she has progressed to the Modern Era... then grind, grind, grind with seemingly no progress.
Save can be provided on request.
I have not been able to find this one previously reported - one of my cities deploys citizens incorrectly, when different areas of focus are picked, or not at all. Video here: http://www.youtube.com/watch?v=0vEbhJ7Z0rc
I didn't find this behaviour prior to update 2.
Regards
Skybird
City states don't build workers or give resources
(discuss this item)
I decided to play as Alexander of Greece and ally with every citystate I possibly could for a change.
They still bought land, built military units, give culture/units/food, and I saw at least one city state build a workboat to get fish. However, not workers or tile improvements.
I'm a fan of playing on future era with time victory disabled, and raging barbarians if it makes a difference.
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This makes city states almost absolutely worthless, and really hurts game balance....
I tried a OCC a few days ago and the French sent dozens and dozens of troops through my lands to attack the Arabs. Then the war ended and they were all passing through my territory heading home when they decided to declare war on me. But their troops weren't kicked out of my borders, they all stayed put and took my city right away.
I thought that is just the way it worked in Civ5, but when I tried it to an AI in another game, my units were kicked out when I declared. What gives?
Ok, so Beijing, my capitol, expanded to take this horse tile. A few turns after, the Arabs built a city right next to that horse tile. A few turns after that I went to war with the Arabs and took that city. I didn't want it, so I picked the option to raze it.
Somehow that horse tile was counted as belonging to that captured Arab city and when it finished razing, that tile was no longer within my territory!
I've been playing a huge game on a map setting of continents. I'm at turn 145, I've completely occupied one continent. I think I've exhausted the list of names for American player. I try to found one more city - the computer names it "Le Bam" and then freezes. I've retried this several times. Did Firaxis set a maximum number of cities a player can found? How asinine would it be for them to do this, not inform us, but let us find out by giving the last city a joke name? Has anyone else run...
If my warrior or knight is to the left of a friendly AI unit and wants to travel to the empty square to the right, it can "pass through" the tile with the other player's unit. Workers, settlers and great people can't though. This is rather annoying.
Per the manual, each player can only have one National Wonder. After the upgrade today, with a game in progress, I was able to build my first Iron Works in any city except my capital. After starting it in one city, the rest grayed out. But when it was done, I could build one in any city, including my capital, excluding the one that now had one. I have finished the second one and have started a third.