Announcement

Collapse
No announcement yet.

Warlords V2.08 bug thread

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    If the hill is forested then Woodsman II gives it double movement and only 1 move cost anyway.

    Comment


    • #17
      one problem that I have is after using a worker and mouse ofver something else it still just shows what the worker is doing. So, after I use a worker and what to see when a city will be done with something and I mouse over it, it still says what the worker is doing.

      sparky

      Comment


      • #18
        Thread stickied.

        -------
        Dan; Apolyton CS
        PolyCast Co-Host, Owner and Producer: entertaining | informing civ
        >> PolyCast (Civ strategy), ModCast (Civ modding), TurnCast (Civ multiplay); One More Turn Dramedy

        Comment


        • #19
          At least some of the time, the graph which shows food output does not show history back to the start of the game, but to the reload year I think.

          Comment


          • #20
            A very minor bug: In the mongols scenario, I got two warlords called 'Ghengis Khan'. The first one you start with, and then another one that was generated.

            Comment


            • #21
              started with a settler in the queue. Chopped a tree for the settler. Put an Archer in the queue ahead of the settler. I'm no longer working on Settler now, so my city should grow with surplus food, but the city will not grow even though I do produce more food than I consume. I cancel the settler entirely, so that it is no longer in the queue at all, but the city still will not grow.

              This is a significant problem for me since I am now stuck with a size 3 capital!

              I suspect that some kind of flag was set for "don't grow" and never unset, although the surplus food was never added to the archer or other buildings and units that I produced in that city.

              Savegame available.

              Comment


              • #22
                popejubal - I have seen an AI get a +7 food bonus to worker production when they have -7 food being produced. I'm thinking there's something fishy going on with that area...

                I saved that one, too. I have a spy in the AI's town.

                Comment


                • #23
                  Well post those saves people. Or we can't know what's going on

                  Comment


                  • #24
                    Hi, folks... Have you seen this? My health bar is bigger than yours, certainly...
                    This is the "camp" unit health bar.



                    It's the barbarian mod. Maybe it's not ready yet...
                    RIAA sucks
                    The Optimistas
                    I'm a political cartoonist

                    Comment


                    • #25
                      The patch fixed none of the graphical problems I have been forced to deal with since installing Warlords. (theese problems do not exist in vanilla)

                      1) There are still invissible resources (mostly gold)
                      I can still mine the gold though since the resource-button still reveals the resource even though I cannot see the resource itself.

                      2) Misplaced gaphics for many resources. (So that cows and horses are not inside the pasture but outside of it for instance witch btw looks horribly stupid)

                      3) Goody huts still shows up even after they have been explored. (only for a few seconds though, then they dissapear but by then I may well have sent a scout in that direction - only to find the hut dissapering once I reach it)

                      4) Seemingly at random some terrain improvements cannot be seen.
                      (I may build a farm for instance and get the benefit of the farm but on the map there is no sign of a farm.
                      Or I might build a pasture witch do not appear on the map while I still do get the benefit of the pasture.)
                      GOWIEHOWIE! Uh...does that
                      even mean anything?

                      Comment


                      • #26
                        One thing I have noticed is the rate at which the "what would you like to build next in this city" pop-up is updated.
                        For example, I move a missionary into a city and spread his religion there. Later the same turn, the city pop-up build list comes up but does not list that religion's temple or monastery. If I choose the 'examine city' option, the buildings are available to build inside the city screen.
                        I have also noticed this when a tech advance unlocks a new building but it does not get listed in that round of city build-next pop ups. You have to go inside the city screen to be able to put it in your build que.

                        Another thing: I will notice in some games that some of my cities have empty build ques. Not sure how this happens, but it ticks me off wondering how long that city has been sitting there producing nothing.

                        [edit] I found out that this happens when you end your turn before letting the game cycle completely through your turn. It was happening to me in multiplayer where you're kind of pressed to end your turn in a timely manner. If you end a turn before issuing build orders to a city that just finished something, the que will stay empty and you won't be prompted in subsequent turns. Definitely something to keep an eye open for in games with a turn timer.

                        There's one more thing that should be addressed, although I'm not sure if you would call it a bug or a basic flaw in the game mechanics.
                        The game is built on the concept of simultaneous turns. This works pretty well, but there are too many times that the game moves you away from where the real action is happening and puts the focus on something inconsequential.
                        As an example, you fight a big battle for a city and finally succeed in taking it. Most of your attacking units have exhausted their moves and you only get to move in a couple units to hold the city. You know the AI is going to counterattack and try to re-take the city next turn.
                        If you can move that stack into the city before he attacks first thing next turn, you know you're golden.
                        But the game has no sense of priorities and instead pulls you to the other side of the world because a worker doesn't know what to build next or some other trivial thing.
                        It's frustrating to get pulled away like that, hearing the sickening sound of your units getting knocked off and scrambling to get back to the action.
                        Checking 'minimize pop ups' in the options helps a good bit but doesn't solve the problem entirely.
                        There should be some way to override the game's way of taking you from one thing to the next if you're not ready.
                        Last edited by Brutus66; November 21, 2006, 10:22.

                        Comment


                        • #27
                          Originally posted by Brutus66
                          Another thing: I will notice in some games that some of my cities have empty build ques. Not sure how this happens, but it ticks me off wondering how long that city has been sitting there producing nothing.
                          I have never had this happen - in my experience the game forces you to have something in the build queue. Unlike in Civ3. (In fact I find this annoying) - because in Civ3 you could capture a City, leave the build queue empty and when it came out of revolt you knew (immedietly) how many citizens needed whipping instead of starving. Now, If distracted by other events - yuo can accidently starve lots of citizens - until you remember to check. (UGG _ more micro-management)

                          [SIZE=1] But the game has no sense of priorities and instead pulls you to the other side of the world because a worker doesn't know what to build next or some other trivial thing.
                          It's frustrating to get pulled away like that, hearing the sickening sound of your units getting knocked off and scrambling to get back to the action.
                          You need to check if the units you are reffering too, are active or asleep or healing or fortified. If not active they will be ignored.
                          "What if somebody gave a war and nobody came?" Allen Ginsberg

                          "Opinions are like arses, everyone has one." Anon

                          Comment


                          • #28
                            1)Mouseover still broken.

                            2) the bomber/stack issue noted above is a huge drag

                            3)German city name list apparently contains both Munichn (with an n, not a typo) and Munich

                            then again, perhaps this is not a bug -- I'm not a scholar of German history.
                            The undeserving maintain power by promoting hysteria.

                            Comment


                            • #29
                              I'm not, either, but Munichn doesn't exist, at least in Germany.

                              I also have certain times when the city hasn't been building anything for awhile. Then you wonder what you could have built which may have helped later, like a wonder, or that last military unit to take a city before the defences are upgraded (cheaply). It's a little frustrating.

                              Comment


                              • #30
                                Originally posted by Harrier UK
                                I have never had this happen - in my experience the game forces you to have something in the build queue.
                                It may try to, but is not always successful; I think hitting enter rapidly while the game is taking you through your turn's pop-ups can make it happen, but it's hard to replicate. It's not an awfully bad thing, mind, as the production is saved (I think!), which is nice if you have a new tech coming and you might want to build what's available there...

                                Comment

                                Working...
                                X