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Bugs thread - 3.13

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  • #16
    So I've been playing Final Frontier. I couldn't help but notice in the early game I got a few anti-ship missiles in my cities without building them. I suppose it may be due to my scouts finding them in wreckage, but I don't know... And if so, are they supposed to find units that teleport straight to a colonized star system?

    Another issue I've noticed is that sometimes my auto-exploring scout ships will make rather unwise decisions. One of them decided to wander needlessly close to a black hole's gravity field while another dipped into irradiated space while a clear path was available. ...I don't know if the scout explore coding has always had problems like that...

    And yes, I have noticed the buildings failing to mention increases in culture.
    Known in most other places as Anon Zytose.
    +3 Research, +2 Efficiency, -1 Growth, -2 Industry, -2 Support.
    http://anonzytose.deviantart.com/

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    • #17
      After installing patch, resource trading is compleatly messed up. The A.I is just compleatly unreasonable when discussing resources.

      For instance,
      I ask Kublai Kahn what he wants for for fish (he has 2),
      in return for fish he wants horse, copper, dye and 3 gold /turn.
      (In addition, he already has 3 dye of his own so have no need for any more)

      All A.I leaders in my current game behaves in a similar manner.

      A.I seem to still be reasonable when offering a trade itself though. Once I start negoatiating about it however, A.I goes crazy.



      The other, less serous, bug i found is related to culture.
      Or rather to the fact that when selecting a building to build in a city, there is no longer any information regarding how much culture the specific building gives.
      GOWIEHOWIE! Uh...does that
      even mean anything?

      Comment


      • #18
        More info about the crash bug:

        When I do NOT have "Warlords" installed, the game already crashes during startup with a "Failed initializing Python" message, giving these error messages in "PythErr2.log":

        Code:
        sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']
        
        sys.modules = {'zipimport': , 'signal': , '__builtin__': , 'sys': , '__main__': , 'exceptions': , 'CvPythonExtensions': }
        
        sys.builtin_module_names = ('CvPythonExtensions', 
        '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn',
         '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', 
        '_locale', '_multibytecodec', '_random', '_sre', 
        '_subprocess', '_symtable', '_weakref', '_winreg', 'array',
         'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 
        'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop',
         'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt',
         'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 
        'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype',
         'zipimport')
        load_module CvEventInterface
        load_module CvUtil
        load_module traceback
        traceback import failed
        Traceback (most recent call last):
          File "", line 1, in ?
          File "", line 52, in load_module
          File "CvEventInterface", line 12, in ?
          File "", line 52, in load_module
          File "CvUtil", line 5, in ?
        ImportError: No module named traceback
        load_module CvAppInterface
        load_module os
        os import failed
        Traceback (most recent call last):
          File "", line 1, in ?
          File "", line 52, in load_module
          File "CvAppInterface", line 14, in ?
        ImportError: No module named os
        When I have installed "Warlords" *AND* BtS, I will get as far as the main menu without crash, then after 1 second it closes without notification.

        Comment


        • #19
          Originally posted by NightFright
          BTW the count of users with the crash bug is increasing. Hard to imagine this could slip Firaxis' watchful eyes during the long testing period for the patch.
          The menu start-up crash is most probably due to a corrupted no-cd fix exe. I don't think legal game owners have a problem.

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          • #20
            When the option for automated workers to not alter previous improvements is selected, the workers will still chop forests.

            I know this was fixed in a previous version so that workers automated in this way would not chop forests, but it is broke again.

            Comment


            • #21
              Originally posted by caniggia


              The menu start-up crash is most probably due to a corrupted no-cd fix exe. I don't think legal game owners have a problem.
              Wrong, I'm a legal game owner and am having the problem. Bah, I'll just wait a few days and see if no one finds a fix. And if worse comes to worse I'll have to go get a No-cd if one comes out, because I'm thinking it might just be my cd thats effed up from what I've read.

              Edit: Yeah sorry... my cd's gone haywire is what happened, now it won't even register period. Sorry for the fuss. I guess the entire thing is cd/dvd protection related.
              Last edited by Abrecan; October 6, 2007, 09:34.

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              • #22
                I have seen this, but only with the Zulus who capitulated to me.
                This may have something to do with items they already have no longer being in red.

                Originally posted by Saurus
                After installing patch, resource trading is compleatly messed up. The A.I is just compleatly unreasonable when discussing resources.

                For instance,
                I ask Kublai Kahn what he wants for for fish (he has 2),
                in return for fish he wants horse, copper, dye and 3 gold /turn.
                (In addition, he already has 3 dye of his own so have no need for any more)

                All A.I leaders in my current game behaves in a similar manner.

                A.I seem to still be reasonable when offering a trade itself though. Once I start negoatiating about it however, A.I goes crazy.
                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


                • #23
                  I thought the culture boosts of an existing culture was suposed to display as the combined culture total, not in two seperate references in the same line???

                  Anyway, the building the event occured on was the capital; there are way too many other buildlings there to score thru for me to be positive about summing up culture from buildings.

                  I have verified that my culture bonus to all courthouses (close election event) is showing on mouse over and that the extra culture to a specific collosium in my empire (gladiator event) is showing on that one.

                  Originally posted by MrWhereItsAt

                  Have you checked against the actual cpt in that city to see for sure if this is the case? This might be related to the above reported bug, whereby the cpt bonus from buildings like Temples and Monasteries is not shown in the 'mouse-hover' info screen. Since this is an ongoing game, the bug may only affect the new cpt you have gained since patching, hence you not seeing the newly gained event culture, even though you in fact get said culture.
                  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


                  • #24
                    Anyone else see this problem? The icon for the war elephant is gone.

                    I first noticed it on the pop-up window, which you get when the city has finished building and is ready for a new build order. So, it's missing there, too.

                    Wodan

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                    • #25
                      I think that must be a localized problem, the icon shows up properly for me. Perhaps the graphic got corrupted on install?

                      Bh

                      Comment


                      • #26
                        Originally posted by joncnunn
                        I thought the culture boosts of an existing culture was suposed to display as the combined culture total, not in two seperate references in the same line???

                        Anyway, the building the event occured on was the capital; there are way too many other buildlings there to score thru for me to be positive about summing up culture from buildings.

                        I have verified that my culture bonus to all courthouses (close election event) is showing on mouse over and that the extra culture to a specific collosium in my empire (gladiator event) is showing on that one.
                        Do you happen to have the save from before that event takes place?

                        Bh

                        Comment


                        • #27
                          Wodan, I think you need to play on a higher difficulty!

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                          • #28
                            I've recently had trouble founding a corp until I switched from Mercantilism to Free Market.
                            USA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
                            The video may avatar is from

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                            • #29
                              I can't found corps under State Property and I used to be able to. Is that a bug or a feature?
                              "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." ~ Ben Franklin

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                              • #30
                                I have a weird thing happening with nationalities in cities. I don't know if the patch caused it, but I certainly never noticed this before.

                                A couple of turns ago Hammurabi created Carthage from his overseas possessions. And now I notice some cities have significant amounts of Carthaginian citizens. These cities are located in what used to be Russian territory (I killed them). This is not just in captured cities. Sitting Bull settled a new city after I razed Russian cities and that one has the same problem.

                                This is not a small percentage but actually more than 50 percent Carthaginian nationals. Hammurabi and his vassal Carthage declared war so I'm now getting "we yearn for our mother country" unhappiness

                                I also have 170 war weariness with Carthage. We haven't even met, let alone fight. Carthage was created 1 or 2 turns ago and this is the first turn of the war

                                I'm guessing any "obsolete" culture and war weariness is incorrectly assigned to the first new civ.

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