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  • This bug I had during my last game. I tried to start a golden age, my second golden age, and thus I needed 3 GP:s. However, I'm beeing told I need one more (or a total of 3 witch I already have)
    Well I wait for my fourth GP. Now I have 2 artists and 2 engineers in my capital. And still I cannot start a golden age since it still says I need one more (or a total of three!) ..
    My guess is that the game got messed up somehow since I got 2 engineers in my capital during the same turn (one the "natural" way, the other becouse of discovering that late tech witch gives you a free Engineer when you are first)
    GOWIEHOWIE! Uh...does that
    even mean anything?

    Comment


    • I was under the impression you needed great people of different types to start a golden age.
      LandMasses Version 3 Now Available since 18/05/2008.

      Comment


      • Originally posted by Thedrin
        I was under the impression you needed great people of different types to start a golden age.
        Ya thats correct.
        *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

        Comment


        • Originally posted by padillah
          That's a bug with the "Raze City" mod because razing a city is not "supported" in either regular Civ.

          Tom P.
          What the heck are you talking about? What raze city mod? I'm quite sure I do not have any mods installed, and I've been razing cities all over the place. Most people raze cities a lot. That's a normal game feature.

          War would suck quite badly if you couldn't raze those enemy cities to the ground, and build decent ones

          Comment


          • As I understand, Diadem, the Raze City mod is a mod where you can raze (or "abandon" in Civ3 parlance) your own city at any time, like a city you find is worthless whether built by you or by someone else.

            Is that right, padillah?

            Comment


            • Originally posted by Thedrin
              I was under the impression you needed great people of different types to start a golden age.
              Then that explains it. Have never thought about that. Thanks for the tip.
              GOWIEHOWIE! Uh...does that
              even mean anything?

              Comment


              • Originally posted by Diadem
                If you raze a city that is built on floodplains, then that floodplains turns into ordinary desert. Stil irrigated desert, but no more floodplains.
                This existed in Vanilla. Flood Plains are classified as a terrain feature. Other terrain features include forests and jungles. And building on these works exactly the same way. Whether this works as designed or is just an oversight; I don't know.
                LandMasses Version 3 Now Available since 18/05/2008.

                Comment


                • Originally posted by Thedrin


                  This existed in Vanilla. Flood Plains are classified as a terrain feature. Other terrain features include forests and jungles. And building on these works exactly the same way. Whether this works as designed or is just an oversight; I don't know.
                  In other words, razing the city doesn't remove the floodplains, but building the city removes the floodplains. When you build the city, you don't get a health penalty for any floodplains that previously existed in that tile. I agree, it's a bit weird.

                  Comment


                  • Just had that yesterday. -2 to most of my friends, for declaring war on their friend, who declared war on my vassal, but my Defencive Pact with another civ was also nullified, because I declared war...
                    Encountered the same. I made peace, then after 10 rounds war started again without any possibility to stay at peace. This is very frustrating: You finally overwhelmed the common enemy (nobody likes the aggressive zulus!), made him a vassal and after that the hole diplomacy system with open borders, treaties, a.s.o. goes down, because he is now easy prey. Very unrealistic. You should at least get the option to cancel the vassalage instead of automatically declaring war. But the better solution would be to change the AI-evaluation of the situation.

                    The "no vassalage" option is checked for me until they have revamped the whole system. Incomprehensible, that this behaviour hadn't been checked by their QA before releasing Warlords.

                    Comment


                    • Originally posted by Jaybe
                      As I understand, Diadem, the Raze City mod is a mod where you can raze (or "abandon" in Civ3 parlance) your own city at any time, like a city you find is worthless whether built by you or by someone else.

                      Is that right, padillah?
                      Yah, sorry Diadem. I was thinking "Abandon City" (which I miss dearly).

                      And Thedrin answered the actual issue so I'll just shut up now.

                      Sorry.

                      Tom P.

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                      • Hmm, technical explanations aside I'm not convinced it's not a bug. The underlying mechanics might consider flood plains to be a feature, but that's not how they work in the game. The game called them "floodplains" not "desert with floodplains on 'em". And it doesn't make sense either. Why would a river suddenly stop flooding plains just because there used to be a city there? Finally I don't think it's desirable either, from a gameplay point of view.

                        So it's not a feature, but a bug


                        Some more bugs: I've had a vassal refuse to talk to me. See the thread I made about it.

                        Also I've discovered a display bug, where grassland farms show up as producing 3 food, but they actually produce 4 food, as they should, because I have invented biology. This only happens on cities I conquered form the AI, and I suppose it's got something to do with that. It's just a display bug though, the tile actually does produce 4 food.

                        I'll try to post a screenie when I have more time.

                        Comment


                        • Screenie of the food display bug. Look at the tile directly below Rome. It displays only 3 food, but it should be generating four, being a farmed grassland after biology. When you mouse over it, it actually does correctly display 4 food, and when working the tile the city does get 4 food as well, so it's just a display bug.

                          This happened when my culture flipped the tile over to my ownership. I'm not sure if this bug always happens when flipping tiles culturally from a civilization that has different production values for that tile, but my guess is that it does.

                          [edit]
                          One more thing, this auto corrects itself when you load a savegame. Which makes it rather hard to reproduce, had to replay something like 20 turns just to be able to make this screenie. Luckily I could use the worldbuilder to speed up the process
                          Attached Files

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                          • I just noticed another bug yesterday: If you enter a hut during the first turn, the game autosaves... WHY? I have killed the autosave feature in the ini file (autosave interval = 0 and max autosaves = 0)... but still it autosaves
                            I hate autosave, it's a pointless feature that only annoys me... autosaving during turn 0 is even more pointless
                            This space is empty... or is it?

                            Comment


                            • Autosaving in turn 0 is pointless. Autosave is necessary for me since Warlords though as it now crashes regularly (especially in the late game). Never happened before the expansion though. Hope that's fixed in the patch.

                              Comment


                              • Originally posted by Diadem
                                Hmm, technical explanations aside I'm not convinced it's not a bug. The underlying mechanics might consider flood plains to be a feature, but that's not how they work in the game. The game called them "floodplains" not "desert with floodplains on 'em".
                                This is just false. The terrain description is "Flood Plains/Desert", just like "Jungle/Grassland" or "Forest/Tundra". It's a terrain feature (Flood Plains) on top of a base terrain (Desert).

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