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  • Originally posted by Boris Godunov
    One thing that may or may not be a bug:

    At the end game, I wanted to build the Space Elevator wonder. However, only certain of my cities were eligible to build it. Nothing I could find would tell me why some cities could and others couldn't build it. I checked the civilopedia (which is indeed crappy) and hovered over it in the cities where I could build it, and nada. Any ideas on this?
    Not on this, but a similiar thing happens with the Three Gorges Dam. It is easy to figure out after a bit of thought that the dam can only be built on a river city. But, NOTHING in the game mentions this.

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    • My border got messed up badly from one turn to the other. Anybody seen this as well?

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      • Originally posted by Libertarian


        I don't understand why people are complaining. All you have to do is open the program in a disassembler, change the code you don't like, and recompile it. What could be simpler?
        So I guess this means I should leave Libertarian off my buddy list.
        Gregules

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        • Wow, I am getting weird graphic errors. The game seems to be going smooth when I tab back in again (it's running currently). After a while it begins to lag and now this has happened when I cycled through all my cities using the city screen left arrow.

          The map is large and mostly random, map type is "balanced", I am on some really huge landmass.



          My video card is a GeForce 4 TI 4200 with 64MB

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          • Originally posted by Boris Godunov
            Hmm, maybe...but I don't think that's what the game says the GP will do. IIRC, the game says he should give me the tech the next turn.

            On top of that, it was a tech that would only have taken me 2 turns to research anyway, so I should hope the GP bonus would have been enough to give it to me right away.
            Read page 92 of the game manual

            (Synopsis: later techs won't be completely discovered by assigning a Great Person - but time to discover will be dramatically reduced)

            So when you saw that tech with just 2 turns to get, that was prolly after the allocation of the GP

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            • Originally posted by Googlie
              Read page 92 of the game manual

              (Synopsis: later techs won't be completely discovered by assigning a Great Person - but time to discover will be dramatically reduced)

              So when you saw that tech with just 2 turns to get, that was prolly after the allocation of the GP
              Hmm, that's interesting, but I'll have to check what it says in-game, as I distinctly remember it saying it would give me the tech (Corporation) the next turn.

              And I'm positive the 2 turns was pre-GP. I remember thinking "Hmmm, it might not be worth it, since it only takes 2 turns to research it..."

              There was something else extremely contradictory in the manual vs. actual gameplay, but I can't remember it now...
              Tutto nel mondo è burla

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              • Originally posted by Googlie


                Read page 92 of the game manual

                (Synopsis: later techs won't be completely discovered by assigning a Great Person - but time to discover will be dramatically reduced)

                So when you saw that tech with just 2 turns to get, that was prolly after the allocation of the GP
                hmm this could explain it... needs more testing.
                Anyways I am now also suspicious wether I get the tech from trading with other civs. I was thinking somebody traded me Meditation, but I didn't get it.

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                • Oh! Now I remember what it was.

                  The manual says on p. 45 you can't rename a city once it's founded. But in the game, you certainly can. That's a good thing, but just wanted to point out the error.
                  Tutto nel mondo è burla

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                  • Exceedingly trivial bug: putting an ampersand in a city name causes several formatting issues. [Had a bad week, decided to name cities after company groups. Q&A showed up as 'Q' in most of the notifications, had a blank line in the city status report, and was missing half of the useful info in the city detail screen.]

                    Gee, how will I ever work around this one...

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                    • Anyone else (especially you GeForce's) getting a game freeze after loading up a save game? The screen starts to get what I assume is the 'checkerboard pattern' and looks like very small pixels with something similar to the way the land would look on ultra-maxiumum zoom.

                      I have not yet had a freeze or crash playing a new game and I've played for two-plus hours straight. But if I save and then load (either immediately or after exiting the game or after rebooting) the game freezes after the terrain screen comes up (as if it was my turn to move). With some luck I can ALT-TAB or CTRL-ALT-DEL and get back to the desktop. If I then pop into the game, I can maybe play a turn or at least move some unit before re-freezing.

                      Anyone else?
                      .......shhhhhh......I'm lurking.......proud to have been stuck at settler for six years.......

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                      • Originally posted by padillah


                        I'm with you. We need a mouse way out of that screen.

                        Tom P.

                        guys, hello?
                        there is one - just click on the WRITING inside the city minimap - THAT is what gets you out of the ciity screen, not, as mentioned above "assigning a worker outside the allowed squares"

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                        • Here's an interesting one; look at the "Terrain Movement Cost" for the knight from a mouseover. Looks almost like a signed Int wrap-around. I didn't see whether it had any actual game-effect since I upgraded the knight and haven't moved it yet, but mayber it means he can't move ;-)
                          Attached Files

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                          • Originally posted by Boris Godunov
                            Oh! Now I remember what it was.

                            The manual says on p. 45 you can't rename a city once it's founded. But in the game, you certainly can. That's a good thing, but just wanted to point out the error.
                            Right on!!

                            In my very first game attempt I changed city names as they were founded, but forgot a couple of times and then went in after the fact and changed them. Intuitively just clicked on the name when in the city screen, and the same prompt window came up as does when first founding the base (have to hilite and delete the original name, I found)

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                            • Don't know if this has been posted but this is from a forum I frequent:

                              ISSUE 1:
                              I found a potential gotcha. I built the U.N. so I was top cheesypoof there. I'd got mutual defense pacts with America & India, and finally got the chinese to thaw out a bit. I'd founded every religion but 2, so my missionaries were busy little buggers pushing their favorite religions down the throats of the unsuspecting heathens.

                              China was set up as Theocracy, so my homies could push their product. So the next U.N. meeting I mandated free religion. My allies pushed through the vote and then I started bombarding china with tons of missionaries of about 5 different religions. Acceptance rate was pretty low, but after about 10 to 15 turns he up and cancels the open border agreement.

                              Ok, now the gotcha/bug. Cancelling the open border agreement does NOT cancel move orders. My little frothing fanatics were intent upon spreading the mind-control properties of whatever religion it was I was pimping at the moment, and they moved into chinese space without a warning message, triggering war, which sucked in the U.S. and India since they were memebers of my defense pact. It nullified the defense pact too since _I_ was the agressor.

                              ISSUE 2:
                              Having to do what the UN says to do is a bad game design, bordering on a bug. It prevents play styles and is completely un-realistic. You have to join the UN, you can't exit the UN, yet you have to abide by all the dictates. If I want to see how far I can make it as a Monarchy, I can't because of the UN dictates on how I must play the game. If I want to see how Nukes work, I can't as the two games I have played they have banned them. Sid once said that fun is making interesting choices, the UN wonder removes interesting choices and offers nothing in return. Is it possible to remove the UN wonder from the game?

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                              • I'm with you on not liking the mandatory nature of the U.N. I make a beeline for it just so I can hopefully keep getting elected SG and decline to hold votes on issues.

                                Players shouldn't be forced by the game to abide by U.N. dictates. If a player decides to defy the U.N., though, it should give him high negatives with U.N. members.
                                Tutto nel mondo è burla

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