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  • Originally posted by Diadem

    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.
    Does it display incorrectly only on the turn that it flips, or on subsequent turns as well?

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    • Are you sure it really shows 'Flood Plains/Desert'? I'd swear it just says 'Flood Plains'. I just closed the game down, and I'm too lazy to start it again to check... Oh well, it's still not a terrain feature in game terms. You can't build improvements on terrain features. And it still doesn't make sense

      Regarding the food display bug: It shows incorrectly on subsequent turns as well.

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      • Originally posted by Diadem
        Oh well, it's still not a terrain feature in game terms. You can't build improvements on terrain features.
        This is not true either. E.g., you can build Camps on Forest.

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        • You can build lumbermills on forests too.
          LandMasses Version 3 Now Available since 18/05/2008.

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          • Originally posted by Diadem
            Are you sure it really shows 'Flood Plains/Desert'? I'd swear it just says 'Flood Plains'. I just closed the game down, and I'm too lazy to start it again to check... Oh well, it's still not a terrain feature in game terms. You can't build improvements on terrain features. And it still doesn't make sense
            It may not make sense, but that's just the way the game engine works. It is considered a feature, just like Forests or Jungle. Just browse around in the XML files and you'll see it described as such. And since building a city on a feature destroys that feature, Flood Plains too will be destroyed. It's not really a bug as such, just a quirk in the way the game is designed. I doubt if there's very much that Firaxis can do about it.

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            • ... And Yes, it does really show 'Flood Plains/Desert.'

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              • Well, a bug is not defined as "something unintentional that does not work as designed" but as "something unintentional that does not work as desired". Everything always works as designed, that's the nature of computers.

                I still maintain that it's not desirable for floodplains to behave like that. And I don't think it was put in intentionally either, it's most likely a result of game mechanics without any of the designers actually thinking about this specific case. So still a bug

                And I will keep arguiing that it is a bug, until one of the designers comes in and says "I know it works like that, and that's how I want it to work".

                (And yeah, stubborn is my middle name :P)

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                • Originally posted by Diadem
                  Why would a river suddenly stop flooding plains just because there used to be a city there?
                  Yeah -- building a city on a floodplain isn't really 'smart' in the real-world sense since, well, the river is going to flood your city.

                  I would suggest the feature remain, with the health penalty, until such a time some city improvement (Walls?) can be built to keep the flooding from washing through the city every 'Spring'.
                  For some the fairest thing on this dark earth is Thermopylae, and Spartan phalaxes low'ring lances to die -- Sappho

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                  • Ever built a city on a grassland cow, corn, pig or rice? 3 food on a city square is a very powerful thing to have. With the above mentioned tiles the effect is seen very rarely since quite often a player will choose to build elsewhere and get further bonuses from the tile improvement. There is no such disincentive to building on floodplains.

                    I'm not saying things are working as they intended. AI city placement has annoyed me in the past due to the destructiono flood plains. But I don't see a reason to change it.
                    LandMasses Version 3 Now Available since 18/05/2008.

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                    • The game crashes to my desktop 80% of time when loading a saved game and activating the map grid. This can sometimes be avoided by playing a turn before activating grid.

                      Also, still have occassional graphic bug from original Civ4: when being attacked by many multiple units in a stack, sometimes it appears an attacker attacks (not move) from 3,4, or 5 squares away. However, I believe this is just a graphical bug and the attacker is actually in the stack one square away. This happens infrequently and isn't bothersome like the saved game crash.

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                      • I get the crash on toggling the grid on about once in three loads: it does not seem to happen until the save-game file reaches over 200KB, and is not repeatable since the same load file which crashed at the first toggling will usually respond correctly when loaded again. I get a black screen, and some seconds later a message "...Civ4 has encountered a problem and needs to close."
                        Video card is nVidia FX5600, 256MB; main memory 512MB DDR; maps standard size, medium graphics option - these being the highest settins I can play.

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                        • Originally posted by Bushface
                          I get the crash on toggling the grid on about once in three loads: it does not seem to happen until the save-game file reaches over 200KB, and is not repeatable since the same load file which crashed at the first toggling will usually respond correctly when loaded again. I get a black screen, and some seconds later a message "...Civ4 has encountered a problem and needs to close."
                          Video card is nVidia FX5600, 256MB; main memory 512MB DDR; maps standard size, medium graphics option - these being the highest settins I can play.
                          This looks like one of the things fixed in the next patch:



                          Tom P.

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                          • Originally posted by Thedrin
                            Ever built a city on a grassland cow, corn, pig or rice? 3 food on a city square is a very powerful thing to have. With the above mentioned tiles the effect is seen very rarely since quite often a player will choose to build elsewhere and get further bonuses from the tile improvement. There is no such disincentive to building on floodplains.

                            I'm not saying things are working as they intended. AI city placement has annoyed me in the past due to the destructiono flood plains. But I don't see a reason to change it.
                            You don't see a reason to change what? It seems to me that a city on floodplains should get the same health penalty as a city next to a floodplains. It's pretty hard to understand why being near a floodplains would cause poor health, but being in the location of the floodplains would not.

                            It also seems odd that building and then razing a city will remove the floodplains. But this rarely makes any difference.

                            I don't think that a city on floodplains should get 3 food. Is anyone arguing for that?

                            Comment


                            • Currently building a city on a flood plain removers the flood plain. I don't see a reason for changing the game rules so that building a city on a flood plain does not remove the flood plain.
                              LandMasses Version 3 Now Available since 18/05/2008.

                              Comment


                              • Originally posted by Thedrin
                                Currently building a city on a flood plain removers the flood plain. I don't see a reason for changing the game rules so that building a city on a flood plain does not remove the flood plain.
                                Why not?
                                This space is empty... or is it?

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