(Edit: I meant to post this on the Warlords thread. Ooops. But I hope someone reading this thread reads this.)
Details on the whip bug are found here. The thread's starter also created a fix by modifying the SDK for v1.61.
I'm curious to know if this is fixed in Warlords. The easiest thing to do (for me ) is to ask someone who has Warlords to try the following.
Using a civ with an organized leader (+100% to courthouses), start building a courthouse. You can use Worldbuilder to give yourself Code of Laws so you build it and Bronzeworking so you can switch to Slavery. Put hammers into it until you've got between 30 and 58 hammers invested in the courthouse.
Then, whip it. How many carryover hammers do you have?
Let's say you have 40 hammers invested. With the bug, your two pop--which should give you 2x(60+100%)=120H--will only give you 90H, and you will now have 130/120 hammers for the courthouse.
If they've fixed it, you should have 160/120 hammers for the courthouse.
Could someone with Warlords check this out? I'd just like to know! Thanks
Details on the whip bug are found here. The thread's starter also created a fix by modifying the SDK for v1.61.
I'm curious to know if this is fixed in Warlords. The easiest thing to do (for me ) is to ask someone who has Warlords to try the following.
Using a civ with an organized leader (+100% to courthouses), start building a courthouse. You can use Worldbuilder to give yourself Code of Laws so you build it and Bronzeworking so you can switch to Slavery. Put hammers into it until you've got between 30 and 58 hammers invested in the courthouse.
Then, whip it. How many carryover hammers do you have?
Let's say you have 40 hammers invested. With the bug, your two pop--which should give you 2x(60+100%)=120H--will only give you 90H, and you will now have 130/120 hammers for the courthouse.
If they've fixed it, you should have 160/120 hammers for the courthouse.
Could someone with Warlords check this out? I'd just like to know! Thanks
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