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Warlords V2.08 bug thread

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  • Originally posted by rah

    So Can I assume there was a SPY in the city I killed which cause the attacker to dissappear?

    This does seem like a cheap way to defend your homeland later in the game.
    Yes there was probably a spy in the city

    Also IF you put a spy in youre nice transporter stack if youre going to try boat youre enemy he cant see what else is in the stack even if you have 20 transporters he only sees the one I believe

    This too is band from Ladder games

    Comment


    • A minor thing. In my recent game, the UN had been built, and Environmentalism forced upon humanity. Shortly after, another civ trades me communism, and I get the "do you wish to switch?"-prompt. Out of curiosity I say switch immediately... And thus happens. I lose the extra health from Env.



      It reverted back on the next turn, though, so no biggie.
      I've allways wanted to play "Russ Meyer's Civilization"

      Comment


      • Originally posted by samspock
        Not sure if I am seing things but in the last couple of games I have noticed that near the end of the game (I finished them around the 1200ad mark) there seemed to be more hammers and commerce coming out of un-improved tiles than there should be. I was seing un-improved flat plains squares with two hammers. Un-improved river grasslands with three commerce (playing financial.) It looked like the same thing was happening with the improved tiles as well.

        Did I miss a change in a tech or civic?

        Sorry for a lack of a picture. I will see about getting one later when I am home.
        Were you in the middle of a golden age? That would add one hammer/gold to each tile that already has one. As you were playing a financial civ, the extra gold on the grassland would make the tile earn two then plus an extra one for financial trait to make the three you saw. It would also explain the two hammers on the plains.

        Comment


        • I get other civ's ships cruising through my cities. Also once saw my neighbor's tank out for a sail.

          Wonky sound effect volume levels carried over from vanilla civ4.

          Marching troop sounds occasionally accompany unit/building completion.

          Late game lag on Large or larger map makes game essentially unplayable, but I am assuming this is my decrepit system. Anybody running Civ on dual-core?
          That horse is fake!

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          • I don't know if it's a bug in the AI or a "feature", but it pisses me off quite soundly anyway.

            I always put my workers on automatic in singleplayer games. It works just fine, until, that is, they can't seem to choose if they want my tiles to be FARMS or COTTAGES. And they keep switching it until the end of time, or until I stop them and put them to do something useful. They just keep switching and switching and switching... And switching a little more, wreaking havoc to the growth of the city. Unless, as I said before, I stop them and start working them manually.

            I seriously hate it when they do that. It makes the automation of workers completely unusable later on. All these new choices that were supposed to make using workers more interesting (which it doesn't, I still don't want to touch those damn things even with a ten foot pole) is actually just making the AI fail soundly. :/

            HATE. IT.

            Comment


            • Have you checked the "Automated workers leave old improvements" under game options? That should fix the problem
              This space is empty... or is it?

              Comment


              • Originally posted by HaplessHorde
                I get other civ's ships cruising through my cities. Also once saw my neighbor's tank out for a sail.

                Wonky sound effect volume levels carried over from vanilla civ4.

                Marching troop sounds occasionally accompany unit/building completion.

                Late game lag on Large or larger map makes game essentially unplayable, but I am assuming this is my decrepit system. Anybody running Civ on dual-core?
                I call those waterwalkers the second coming. They actually leave footprints.

                Volume is OK, problem is, that the same soundeffect is played at the exact same moment from multiple events, like cultural expansions boum!, or the sailing ship sailnoise, which is bloody annoying. It really should be fixed, it's stupid.

                And atleast Barracks and Stable have marching sound as their completion noise.
                I've allways wanted to play "Russ Meyer's Civilization"

                Comment


                • Not sure if it's been mentioned before, but the recommendation for tile improvement of already improved tiles doesn't seem to work, or at least not as I would expect. When the tile is unimproved, and blue circle appears on some tiles to indicate that an improvement is recommened. When the worker is on that tile, the recommended icons flash in the worker tasks area. After some time, that same improved tile may again be highlighted for improvement, but now when the worker is on that tile, the recommened improvement icons don't flash, so I have no idea what it's recommending. Usually happens with farms and cottages. After I gain access to workshops and watermills, I don't know what it's recommending.

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                  • Warlords v2.08:

                    1) If option "Diplomatic Victory" is disabled United Nations can not be build. I am sure that only resolution "Diplomatic Victory" must be disabled.

                    2) If option "Future Era" selected I can not build United Nations.

                    3) If buildings/wonders/units in the city screen dialog is disabled (can not be build now for some reason) I can't call civilopedia by right mouse click on their disabled icons.

                    4) Sometimes (as a rule before start of turn):

                    - if other ruler come to speak with me
                    - if building city dialog appear
                    - if building city dialog appear and I choose "examine the city"
                    - if science dialog appear

                    the tool tips not work.

                    5) How to set building some unit permanently??? (not to choose it every time and not to add to building stack many times)

                    6) How to indicate what technology belongs to what era??? (In civ3 it was clear)

                    7) Where I can see the progress bar of generating the great warlord???

                    It will be great to get answers point by point. Thanks!

                    Comment


                    • collapse:

                      5) I don't use it often, but I believe "ALT" + clicking on the unit causes it to be built non-stop. It should have a "*" next to it, meaning it will never stop until you tell it to.

                      6) Usually, if it takes a lot longer to research than everything else (say, 30 turns while everything else takes 5-12), it belongs to the next era.

                      7) F5. Under the map, it will say something like "combat experience" If you put your mouse to it, it will tell you a number like 22/60. It means you have 22 xp, and you need 60.

                      Comment


                      • Originally posted by Virdrago
                        collapse:

                        5) I don't use it often, but I believe "ALT" + clicking on the unit causes it to be built non-stop. It should have a "*" next to it, meaning it will never stop until you tell it to.

                        6) Usually, if it takes a lot longer to research than everything else (say, 30 turns while everything else takes 5-12), it belongs to the next era.

                        7) F5. Under the map, it will say something like "combat experience" If you put your mouse to it, it will tell you a number like 22/60. It means you have 22 xp, and you need 60.
                        5) It works in the city dialog but not in the build dialog that appears after completion of the previous build

                        6) Unobvious

                        7) I knew that it is exist somewhere!!

                        Maybe you can tell why the population percentage that is needed to be achieved to win the domination victory changes during the game? (100%, 25%, 30%, 33%, ...)

                        Thank you!!

                        Comment


                        • Originally posted by Collapse


                          5) It works in the city dialog but not in the build dialog that appears after completion of the previous build

                          6) Unobvious

                          7) I knew that it is exist somewhere!!

                          Maybe you can tell why the population percentage that is needed to be achieved to win the domination victory changes during the game? (100%, 25%, 30%, 33%, ...)

                          Thank you!!
                          5) Yeah it's a tad annoying, but you can just click the zoom to city (or whatever it's called now) and ALT select from there.

                          I've never noticed the pecentage change, but my GUESS would be that it depends on the number of rival civs still in play?

                          Comment


                          • Originally posted by Strudo


                            5) Yeah it's a tad annoying, but you can just click the zoom to city (or whatever it's called now) and ALT select from there.

                            I've never noticed the pecentage change, but my GUESS would be that it depends on the number of rival civs still in play?
                            The population and land percentage depends on civilization count and map size. But during the game population percentage changes (try to see it on the first, second, third, .... turns yourself). The number of civilizations at the same time not changes!!!

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                            • Well I was just guessing

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                              • Warlords v2.08:

                                Replace

                                Find what: TXT_KEY_HANDICAP_DIETY_HELP

                                Replace with: TXT_KEY_HANDICAP_DEITY_HELP

                                File: Civilization 4\Assets\XML\Text\CIV4GameText_Help.xml

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