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  • Warlords bug list

    Prelimary:

    According to the Warlords "check for updates" there's none yet.

    According to Windows Update, my computer is up to date.

    Anyway, here's a list of bugs I've seen.

    Pre warlords, Civ IV latest patch was working with no crashes.

    Game Crashes:

    1. Barb scenerio in the middle of startup. After inital config, about 1/3rd of the way on the progress bar. If # of turns to set autorun is on a seperate screen than inital config, it's probably on the bringing up of this screen that's it's crashing.

    2. Loading a saved game that's part of a mod (such as Omens) from the startup.

    Workaround: Restart the game with the same mod and then load the saved game.

    3. Kahn scenerio after discovery of the Abbasids upon closing the popup about them having Greek Fire. Could be the same issue as the Ottomans Letterhead on another thread.

    "Omens" bugs or features:

    1. The Tech Advisor menu says you can train several types of great people with discovery of Future Tech. (Actually you can't.)

    2. The Grenadier unit has the standard +50% attacking Riflemen instead of the manual documenation of all gunpower units. Considering there are NO riflemen in this scenario; this makes this unit pointless, but the dumb AI still builds them.

    3. The 3rd horsemen (war) didn't cause a war between England and France. I would think that the arrival of "WAR" would cause it. Easy workaround though.

    Vikings scenario bugs or features.

    1. Start with two civics they don't have the tech for (HR & Vassalage). They should either start with those techs or else not start with those civics.

    2. Cost of Research Relic too high (1360 at noble) realtive to worth of the Treasure (1000 per manual [amount not found in the in game encylopedia]). This is a money losing proposition.

    Rise of Rome scenario bug or feature.

    1. The manual says that all five human playable civs start with a Victory Point location. However, when I play as Rome, there are only 4 VP locations, it seems that the one for Rome is missing.

    EDIT: Feature
    Last edited by joncnunn; August 9, 2006, 18:36.
    1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
    Templar Science Minister
    AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

  • #2
    As for the Rise Of Rome scenario , the human player doesn't get the victory ressource ( it is mentionned at the beginning of the scenario ) , so you have to take 2 from other civs in order to win .....

    Great scenario btw

    Comment


    • #3
      Logic Bug

      When a civ's favorite civic is "Theolcracy" they will immediately switch to it, regardless of whether or not they have a state religion, or even any religion in any of their cities, and will then refuse to give it up.

      Observed in Saladin -- had no state religion, no religions in any of his cities, and yet had chosen "Theolocracy".
      For some the fairest thing on this dark earth is Thermopylae, and Spartan phalaxes low'ring lances to die -- Sappho

      Comment


      • #4
        Saladin's behavior actually excludes any chance of getting a religion. Suicidal AIs, interesting.

        Actually, I did this myself in one game, seeking the 2 points experience. Wondered why everyone around me was getting religion, but my cities weren't. Finally dawned on me, my civic was excluding a source of culture and potential happiness. Doh!
        No matter where you go, there you are. - Buckaroo Banzai
        "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

        Comment


        • #5
          There are two ways around this, both exploits.

          1. World Builder -- just give the Civ a religion in one of his/her cities and he'll take off.

          2. Found a city, give it your state religion, then give it to the Civ. Again, they'll immediately switch to said religion.

          Regardless, it is suicidal and illogical, but I don't know if one can give Civics requirements before their adoption.
          For some the fairest thing on this dark earth is Thermopylae, and Spartan phalaxes low'ring lances to die -- Sappho

          Comment


          • #6
            I think the Theocracy thing was in vanilla CIV as well. It should probably get fixed at some point, huh?

            -Arrian
            grog want tank...Grog Want Tank... GROG WANT TANK!

            The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

            Comment


            • #7
              I encpuntered it, too (in my case it were the Egyptians under Hatschepsut).

              But I don´t see it as a bug,
              rather as a feature, imagining these people as just stubborn atheists.

              Has anyone tested yet, if perhaps under Theocracy for atheism all the cities get a bonus, which don´t have any religion at all?
              If yes then choosing Theocracy for atheiosm would make sense
              Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
              Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

              Comment


              • #8
                Re: Logic Bug

                Not unique to Warlords; I saw this in vanilla.

                Originally posted by Yaga
                When a civ's favorite civic is "Theolcracy" they will immediately switch to it, regardless of whether or not they have a state religion, or even any religion in any of their cities, and will then refuse to give it up.

                Observed in Saladin -- had no state religion, no religions in any of his cities, and yet had chosen "Theolocracy".
                1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                Templar Science Minister
                AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                Comment


                • #9
                  jocnunn, I have seen that before and the bug doesn't work in the higher levels, since the AI gets some common sense.

                  Comment


                  • #10
                    As noted in the undocumented features thread -- on globe view, every other tile line is blurred out, makes drawing fat crosses on the strategy layer difficult.
                    The undeserving maintain power by promoting hysteria.

                    Comment


                    • #11
                      Here's some ranting...

                      1. Biology is still busticated. Farms built after you discover Biology still do not seem to get the +1 to food production bonus. Only the ones already built at the time of discovery get the bonus. I though this would've been fixed a lon time ago... Is this just a feature designed to aggrevate me?

                      2. I find that the units that would best defend a stack are not always the first to do so when the stack is attacked. For example, I've seen archers defend against melee units ahead of axemen, even though my odds of success declined when the axemen defended later (against identical units attacking). Similarily, the trebuchets are always last to defend, even though...

                      3. Trebuchets seem to get their +100% strength bonus not just when attacking a city but also when defending it and sometimes (haven't done it enough to figure out wtf is going on) when attacking out of the city. Seems a little strange. Guess maybe the trebuchet represents elaborate siege engines in general and not just trebuchets. Or something. I've only used trebuchets in the Rise of Rome scenario so far so not sure if this happens all the time.

                      4. Still on the trebuchet... its melee combat animation offends the intellect. That is all.

                      5. The strength of Numidian Cavalry in the Rise of Rome scenario appears to be different from what is reported, or there's a different bug with a similar effect somewhere. Or cheatery. Regardless, attacking a stack of said cavalry with Praetorians, I would lose three or four times in a row despite my odds of victory being greater than 90% each time.
                      Let's do some math. Let's say my odds in each battle (with the weakened but victorious enemy units being cycled to the bottom of the stack, and a new Praetorian attacking each time), are 90%, 93% and 97%. Then, my odds of losing are 10%, 7% and 3%, respectively, and so my odds of losing all three times are 0.1 x 0.07 x 0.03 = 0.00021, or about twice in 10,000 tries. Given that I fought and destroyed about 60 Numidian Cavalry units in the course of the scenario, it is rather improbable that I'd see this even once, let alone several times. Boo.

                      6. Maybe I'm just incompetent, but I cannot find this mystical treasure I'm researching in the Vikings scenario. The first time it told me the treasure is in "central England," but I've pillaged, raped, killed and burned two thirds of all of England, Scotland and Whales, and peeked into the few remaining cities by moving units near them, and I see no treasure.

                      7. Warlords bluescreened my comp on exit once so far, which is new and exciting.

                      Comment


                      • #12
                        Originally posted by Premek
                        1. Biology is still busticated. Farms built after you discover Biology still do not seem to get the +1 to food production bonus.
                        I have never seen this. It works fine for me. Do you have a save?

                        2. I find that the units that would best defend a stack are not always the first to do so when the stack is attacked.
                        There is an exception for siege units, but otherwise that should not be the case. Again, an example would be useful.

                        3. Trebuchets seem to get their +100% strength bonus not just when attacking a city but also when defending it and sometimes (haven't done it enough to figure out wtf is going on) when attacking out of the city.
                        This is not true. Are you playing with a mod?

                        4. Still on the trebuchet... its melee combat animation offends the intellect. That is all.
                        Where is your sense of humor? Anyway, how *should* the trebuchet melee animation look?

                        Comment


                        • #13
                          Originally posted by Blaupanzer
                          Saladin's behavior actually excludes any chance of getting a religion. Suicidal AIs, interesting.
                          Unless someone sends a missionary...

                          Comment


                          • #14
                            I don't have the examples of a lot of these things since I wasn't really thinking about presenting a case in court with it all at the time, but one example I do have is the magical trebuchet bonus. Here not only does the trebuchet get +100% from its natural ability, but +75% from City Raider 3 as well. Good-bye swordsmen.

                            It does say, when I mouse over the trebuchet, that it has +100% city defence, which may be just something for the Rise of Rome scenario (recall the siege of Syracuse IRL, where Archimedes used huge cranes with hooks on the ends to capsize Roman galleys), but attacking out of the city at +175%? Anyways, I ramble...

                            And no, I don't have any bonus mods installed. Just Civ4 with latest patch and Warlords, and this is the Rise of Rome scenario.

                            Comment


                            • #15
                              BTW, while at this, I used world builder to look through the Vikings map for the two carts of treasure I spent all that time researching and found none. Does it appear when I sack a city? Can the computer use it up/destroy it? What gives?


                              As for the trebuchet combat animation, it was a big immobile tower of wood and ropes operated by the medieval equivalent of nerds - I'd imagine it would burn and topple over nicely, and said nerds may in fact bleed profusely when stabbed. Or, alternatively, it could have some second rate hired goons animated to defend it. That would be the moral equivalent of having the crossbow guys whip out some axes for close quarters combat. Better still, siege weapons could be merged with other units in the way that generals now are, giving that unit the ability to bombard cities and bonuses to city attack, while the unit itself would run into the city to attack it and would also defend the siege weapon in melee combat. Just rambling, tho...

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