This is the Bug List - current as June 7, 2003 (v32)
I have assigned priorities to all bug and small feature requsts they are noted in square brackets at the end of each item. Feel free to question my priorities. If there is enough clamor that something I rate low is of high importance, I'll change it...
Most outstanding bugs are minor and will be addressed within the next few releases. I have eliminated many old bug reports that I personally haven’t seen in a long time. If someone sees a previous bug that I’ve gotten rid of, please let me know. All bugs have a ‘-‘ prefix to distinguish them from the small feature requests, which have a ‘f’ prefix.
An 'X' in front of an item means it has been fixed/addressed. Usually the X items are left for a while in case the same issue comes up (the implementation may not have worked completely).
-55. When there are too many enemy TFs on a square, right-click does not produce a pop-up window with the details. I noticed this when I let the AI grow huge armies (by turn 80). By that time also the power circle of those mega-concentrations vanishes, cause it's too large and it gets buried under tiles further away which are probably refreshed after that. [don’t know if this is still a problem, low priority, D8]
-116 When econ orders frame comes up first the many little text areas appear with no frame around them then the rest appears. Not critical, but any ideas how to fix this? It didn’t happen in D5. [low priority, that interface will hopefully be completely replaced for D8]
X159 (MacHatter on a Mac)Buttons in population transfer dialog are too narrow (text on the "transfer xxxx" button is truncated) [D8]
-160 (MacHatter on a Mac) Path finding problems-units don't use roads, even if it would be quicker
TF at 11,12 goal is 5,8
Road from 7,14-5,11-5,9
Default path (5 turn)
11,12-9,8-5,8
better path(4 turn)
11,12-10,14-7,14-5,11-5,9-5,8
TF at 3,12, goal is 7,14
Road from 4,12-5,12-5,11-7,14 (arrives 2 (first))
Default path (arrives 2 (2 turn 2 markers))
3,12-5,12-6,14-7,14
Better path (2 turn, (1 turn 2 marker))
4,12-5,12-5,11-7,14
(Mark says) not sure if this one is really a movement bug. There is a bug, but it may be in the little red circles that show turn numbers. I duplicated the results posted by Andy, and verified by pgrignon, but they Don't Match actual movement times, which are 5 turns in either case. [med D8]
-163 (Mark) Triremes not on build list in Delenda, neither is the cavalry unit Hannibal has [med D7.3]
X164 (Mark) When population of a square is taken away so that square pop is now 0, square doesn’t change possession when conquered. At least it appears to take special circumstances for it to be conquered, although it can happen eventually. It appears the code to change square possession is ignored if pop = 0, suggest the test become if the square has an administration it can change hands. I looked for the code, but couldn’t find it after about 15 min of looking around, so I quit. [Med D7.3]
Workaround: never remove all population from a square, just leave a few and its ok.
X165 (Mark) I would like the game to come up maximized by default. It comes up slightly smaller than maximized, which means I can’t see all the detail frame. [No good platform-independent fix available, removed request]
-166 (Heffalump/Mark) It looks like a bug has crept into the unloading menu code. Below is the way it usually works.
To unload:
1. put the ship on a coastal square
2. left-click on either a ship in the carrying TF or the carried TF and select the unload option.
That's it.
It looks like the bug is making those unload options not appear at first. This results in a very short set of options. A work-around is to select the transporting TF with a mouse click. This makes at least the unload option for the ship appear. Selecting the carried TF seems to make the unload option appear for those.
-167 (Heffalump) - In the Rome/Carthage scenario I retreated to Rome, made a stand and defeated Hannibal, then counterattacked north. I recaptured my northern city and pushed on. Then Carthage had it's greatest victory. I divided my 8 or 9 unit army up into multiple units, then tried to re-form it into 2 separate armys .... and it just disappeared. Gone. Oh well, that put a serious crimp in my invasion plans! (The bug seems related to one of those assign unit to TF commands).
I've played around with it a few times and as best I can tell, here's what I think happened:
In the Carthage/Rome scenario
1. Pick Carthage
2. Goto the big stack at 2,4
3. Split the big TF into seperate TFs using the respective command
4. Right click on Hannibal (which is probably the default selected unit) and click Assign Unit to New TF
We're now in a situation where none of the Units are "selected" but the commands to do things like Add Unit to Selected TF are still visible. Use that command on a unit (without "selecting" any units) and you'll see it disappear into space.
Similarly, right click on a unit and do "Merge units into selected TF" and they will all disappear.
Command line switches (Must be in command line mode (FE batch file) to use):
-ef = error logging to a file
-noAI = no AI movement
-seed = random numbers use constant seed for reproducible behavior
-800x600 = start in 800 x 600 res mode to simulate 800x600 screen
-allecon = allows access to economic orders/info for non-player civs
Full information on command line switch usage is in the testbed readme file


Demo 7 Download and Comments
. You can still learn things by reading the bulletins, but shouldn't follow their instructions for now, or you'll lose about turn 50. To get beyond that, read and follow the advice
.



). If you manage to get such a stack, please post it here, it will help us correct the bug greatly.
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